import { HurtType, AttackType, BuffType, TargetRankType, TargetType, TriggerTeamType, TriggerType, BuffMainType, BuffPositive } from "core/typeDefine/typeDefine";

export default {
    271001: {
        name: '吐息',
        desc: ' 对所有敌人造成150%的攻击伤害',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [
                {
                    eventName: 'attack',
                    attackType: AttackType.Skill,
                    hurtPer: [150, 0],
                    hartedData: {
                        targetAmount: [10, 0],
                    }
                }
            ]
        }]
    },
    271002: {
        name: '飞龙之怒',
        desc: ' 暴击率提升50%',
        attris: {
            critRate: [50, 0]
        }
    },
    271003: {
        name: '龙族血统',
        desc: '战斗中生命低于50%时候,自身普通攻击额外恢复20点怒气',
        iconColor: 'text-red',
        value1: [50, 0],
        triggers: [{
            triggerType: TriggerType.AttackAfter,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
                triggerHpPer: 50,
            },
            triggerTimes: 0, // 触发一次, 0表示无限次
            triggerEvents: [
                {
                    eventName: 'recover',
                    attriName: 'anger',
                    value: [20, 0]
                }
            ]
        }]
    },
    271101: {
        name: '巨浪',
        desc: ' 对随机3名敌人造成200%的攻击伤害,并恢复自身造成伤害40%的等量生命',
        iconColor: 'text-red',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'attack',
                attackType: AttackType.Skill,
                hurtPer: [200, 0],
                hartedData: { //仇恨配置
                    targetRankType: TargetRankType.Default,
                    targetAmount: [3, 0],
                }
            }],
        }, {
            triggerType: TriggerType.AttackAfter,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'blood',
                bloodPer: [40, 0],
            }]
        }]
    },
    271102: {
        name: '团结',
        desc: ' 友方释放技能时,增加自身5%攻击力4回合',
        triggers: [{
            triggerType: TriggerType.OtherUseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerTeam: TriggerTeamType.Friend, //队伍方 0:无所谓, 1:自方, 2:敌方
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: { attackPer: 5 },
                round: 4
            }]
        }]
    },
    271103: {
        name: '海妖外壳',
        desc: '格挡增加50%',
        attris: { //被动属性
            blockRate: [50, 0],
        }
    },
    271201: {
        name: '烈焰',
        desc: ' 对一排(优先后排)敌人造成240%的攻击伤害,并有60%的概率对目标造成灼烧,每回合额外造成40%的攻击伤害,持续2回合',
        iconColor: 'text-red',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'attack',
                attackType: AttackType.Skill,
                hurtPer: [240, 0],
                hartedData: { //仇恨配置
                    battlePosHatredID: 4, // 1 优先前排 2 必须前排 3 后排优先 4 必须后排
                    range: [6, 1], //范围
                }
            }]
        }, {
            triggerType: TriggerType.CalcDamagePre,
            triggerPer: [60, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280103,
                targetType: TargetType.Stakeholder,
                roundHurt: { attackHurtPer: 40 },
                round: 2,
            }], //添加buff
        }]
    },
    271202: {
        name: '双火球',
        desc: '普攻攻击变成随机攻击2名敌人,并有60%的概率使目标灼烧,每回合额外造成40%的攻击伤害,持续2回合',
        setNormalAttack: { //随机攻击,数量2
            hartedData: {
                targetRankType: TargetRankType.Default,
                targetAmount: [2, 0],  //目标数量
            }
        },
        triggers: [{
            triggerType: TriggerType.CalcDamagePre,
            triggerPer: [60, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280103,
                targetType: TargetType.Stakeholder,
                roundHurt: { attackHurtPer: 40 },
                round: 2,
            }], //添加buff
        }]
    },
    271203: {
        name: '焚身',
        desc: '对灼烧目标额外造成50%的伤害',
        statusHurtPer: {
            [BuffType.Fire]: [50, 0]
        },
    },
    271301: {
        name: '腐朽',
        desc: '对单个敌人造成300%攻击伤害,并治疗全体友方200%攻击的等量生命',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'attack',
                attackType: AttackType.Skill,
                hurtPer: [300, 0],
                hartedData: { //仇恨配置

                }
            }]
        }, {
            triggerType: TriggerType.AttackAfter,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'cure',
                targetType: TargetType.MyTeam,
                attriName: 'hp',
                triggerAttackPer: [200, 0]
            }]
        }]
    },
    271302: {
        name: '噬魂',
        desc: '普通攻击时,治疗随机2名友方350%攻击的等量生命',
        iconColor: 'text-red',
        value1: [200, 0],
        value2: [2, 0.15],
        triggers: [{
            triggerType: TriggerType.AttackPre,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'cure',
                targetType: TargetType.Partners,
                attriName: 'hp',
                targetAmount: [2, 0],
                triggerAttackPer: [350, 0]
            }]
        }]
    },
    271303: {
        name: '血肉傀儡',
        desc: '免控增加50%',
        attris: { //被动属性
            antiControlRate: [50, 0],
        },
    },
    271401: {
        name: '洪流',
        desc: '对生命值最高的敌人造成400%攻击伤害并有50%概率降低目标10%的免伤3回合',
        iconColor: 'text-red',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'attack',
                AttackType: AttackType.Skill,
                attackAmount: [1, 0],
                hurtPer: [400, 0],
                hartedData: { //仇恨配置
                    targetRankType: TargetRankType.HgihHp, //仇恨排序类型 0: 按仇恨值排序, 1: 生命最多, 2: 生命最少, 3: 攻击力最高, 4: 攻击力最低, 
                    targetAmount: [1, 0],  //目标数量
                }
            }]
        }, {
            triggerType: TriggerType.CalcDamagePre,
            triggerPer: [50, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280100,
                targetType: TargetType.Stakeholder,
                buffAttris: { antiHurtPer: -10 },
                round: 3
            }],
        }]
    },
    271402: {
        name: '潮汐',
        desc: '普通攻击变为攻击血量值最高的敌人,并50%概率使其眩晕2回合',
        iconColor: 'text-red',
        value1: [200, 0],
        value2: [2, 0.15],
        setNormalAttack: { //优先生命最多的,数量1
            hartedData: {
                targetRankType: TargetRankType.HgihHp, //仇恨排序类型 0: 按仇恨值排序, 1: 生命最多, 2: 生命最少, 3: 攻击力最高, 4: 攻击力最低, 
                targetAmount: [1, 0],  //目标数量
            }
        },
        triggers: [{
            triggerType: TriggerType.CalcDamagePre,
            triggerPer: [50, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280108,
                targetType: TargetType.Stakeholder,
                round: 2
            }], //添加buff
        }]
    },
    271403: {
        name: '警惕',
        desc: '速度增加10%,破击增加80%',
        attris: {
            speedPer: [10, 0],
            antiBlockRate: [80, 0],
        },
    },
    271404: {
        name: '出其不意',
        desc: '对眩晕敌人额外造成60%的攻击伤害',
        statusHurtPer: {
            [BuffType.Vertigo]: [60, 0]
        },
    },
    271501: {
        name: '爆栗出击',
        desc: '对一排(优先前排)敌人分摊自身攻击力660%的伤害',
        iconColor: 'text-red',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'attack',
                attackType: AttackType.Skill,
                hurtPer: [660, 0],
                hurtIsShare: true, //伤害是否分摊
                hartedData: { //仇恨配置
                    targetRankType: TargetRankType.Hatred, //仇恨排序类型 0: 按仇恨值排序, 1: 生命最多, 2: 生命最少, 3: 攻击力最高, 4: 攻击力最低, 
                    battlePosHatredID: 1, // 1 优先前排 2 必须前排 3 后排优先 4 必须后排
                    range: [6, 1], //范围
                }
            }]
        }]
    },
    271502: {
        name: '一箭穿心',
        desc: '普通攻击时,提高自身20%攻击,持续2回合',
        triggers: [{
            triggerType: TriggerType.AttackPre,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: { attackPer: 20 },
                round: 2
            }],
        }]
    },
    271503: {
        name: '复仇',
        desc: '生命增加20%,防御增加20%',
        attris: {
            maxHpPer: [20, 0],
            defPer: [20, 0],
        },
    },
    271504: {
        name: '奇术',
        desc: '自身血量首次低于80%/60%/40%/20%时,增加自身10%暴击率与暴击伤害至战斗结束',
        triggers: [{
            triggerType: TriggerType.BeInjured,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerHpPer: 80,
            },
            triggerTimes: 1,
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: { critRate: 10, critHurtPer: 10 },
                round: 0
            }],
        }, {
            triggerType: TriggerType.BeInjured,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerHpPer: 60,
            },
            triggerTimes: 1,
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: { critRate: 10, critHurtPer: 10 },
                round: 0
            }],
        }, {
            triggerType: TriggerType.BeInjured,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
                triggerHpPer: 40,
            },
            triggerTimes: 1,
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: { critRate: 10, critHurtPer: 10 },
                round: 0
            }],
        }, {
            triggerType: TriggerType.BeInjured,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
                triggerHpPer: 20,
            },
            triggerTimes: 1,
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: { critRate: 10, critHurtPer: 10 },
                round: 0
            }],
        }]
    },
    271601: {
        name: '狂风',
        desc: '优先对后排敌人造成240%攻击伤害,并有50%概率使目标沉默2回合',
        iconColor: 'text-red',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'attack',
                attackType: AttackType.Skill,
                hurtPer: [240, 0],
                hartedData: { //仇恨配置
                    battlePosHatredID: 4, // 1 优先前排 2 必须前排 3 后排优先 4 必须后排
                    range: [6, 1], //范围
                }
            }]
        }, {
            triggerType: TriggerType.CalcDamagePre,
            triggerPer: [50, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280109,
                targetType: TargetType.Stakeholder,
                round: 2,
            }], //添加buff
        }]
    },
    271602: {
        name: '射手乾坤',
        desc: '普通攻击变为优先攻击后排敌人,并有40%概率额外恢复50点怒气',
        iconColor: 'text-red',
        setNormalAttack: { //优先攻击后排,数量1
            battlePosHatredID: 4, // 1 优先前排 2 必须前排 3 后排优先 4 必须后排
            targetAmount: [1, 0],
        },
        triggers: [{
            triggerType: TriggerType.AttackPre,
            triggerPer: [40, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'recover',
                attriName: 'anger',
                value: [50, 0], //恢复怒气
            }]
        }]
    },
    271603: {
        name: '破灭之箭',
        desc: '破甲增加50%',
        attris: {
            breakDefRate: [50, 0],
        }
    },
    271701: {
        name: '突袭',
        lvl: 0,
        desc: '随机对5名敌人造成190%攻击伤害,每回合额外造成65%攻击流血伤害,持续3回合,同时有15%几率冰冻目标2回合,15%几率眩晕目标2回合',
        iconColor: 'text-red',
        value1: [200, 0],
        value2: [2, 0.15],
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'attack',
                attackType: AttackType.Skill,
                hurtPer: [190, 0],
                hartedData: { //仇恨配置
                    targetRankType: TargetRankType.Default,
                    targetAmount: [5, 0],  //目标数量
                }
            }]
        }, {
            triggerType: TriggerType.CalcDamagePre,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280112,
                targetType: TargetType.Stakeholder,
                roundHurt: { attackHurtPer: 65 },
                round: 3,
            }],
        }, {
            triggerType: TriggerType.CalcDamagePre,
            triggerPer: [15, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280110, targetType: TargetType.Stakeholder,
                round: 2,
            }],
        }, {
            triggerType: TriggerType.CalcDamagePre,
            triggerPer: [15, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280108,
                targetType: TargetType.Stakeholder,
                round: 2,
            }],
        }]
    },
    271702: {
        name: '突袭2', //觉醒
        lvl: 1,
        desc: '对全体敌人造成200%攻击伤害,每回合额外造成65%攻击流血伤害,持续3回合,同时有22%几率冰冻目标2回合,22%几率眩晕目标2回台',
        iconColor: 'text-red',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'attack',
                attackType: AttackType.Skill,
                hurtPer: [200, 0],
                hartedData: { //仇恨配置
                    targetAmount: [10, 0],  //目标数量
                }
            }]
        }, {
            triggerType: TriggerType.CalcDamagePre,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280112,
                targetType: TargetType.Stakeholder,
                roundHurt: { attackHurtPer: 65 },
                round: 3,
            }],
        }, {
            triggerType: TriggerType.CalcDamagePre,
            triggerPer: [22, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280110, targetType: TargetType.Stakeholder,
                round: 2,
            }],
        }, {
            triggerType: TriggerType.CalcDamagePre,
            triggerPer: [22, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280108, targetType: TargetType.Stakeholder,
                round: 2,
            }],
        }]
    },
    271703: {
        name: '腐蚀之浴',
        lvl: 0,
        desc: '普通攻击的目标变为攻击力最高的敌人,降低目标20%攻击力3回合,并提升自身20%攻击力3回合',
        iconColor: 'text-red',
        setNormalAttack: { //优先攻击攻击力最高,数量1
            hartedData: {
                targetRankType: TargetRankType.HighAttack, //仇恨排序类型 0: 按仇恨值排序, 1: 生命最多, 2: 生命最少, 3: 攻击力最高, 4: 攻击力最低, 
                targetAmount: [1, 0],  //目标数量
            }
        },
        triggers: [{
            triggerType: TriggerType.AttackPre,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: { attackPer: 20 }, round: 3
            }],
        }, {
            triggerType: TriggerType.CalcDamagePre,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Stakeholder,
                buffAttris: { attackPer: -20 },
                round: 3
            }],
        }]
    },
    271704: {
        name: '腐蚀之浴2', //觉醒
        lvl: 1,
        desc: '普通攻击的目标变为攻击力最高的敌人,降低目标25%攻击力与10%破甲3回合,并提升自身30%攻击3回合',
        iconColor: 'text-red',
        setNormalAttack: { //优先攻击攻击力最高,数量1
            hartedData: {
                targetRankType: TargetRankType.HighAttack, //仇恨排序类型 0: 按仇恨值排序, 1: 生命最多, 2: 生命最少, 3: 攻击力最高, 4: 攻击力最低, 
                targetAmount: [1, 0],
            }
        },
        triggers: [{
            triggerType: TriggerType.AttackPre,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000, targetType: TargetType.Trigger, buffAttris: { attackPer: 30 }, round: 3
            }],
        }, {
            triggerType: TriggerType.CalcDamagePre,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280100, targetType: TargetType.Stakeholder,
                buffAttris: { attackPer: -25, breakDefRate: -10 }, round: 3
            }],
        }]
    },
    271705: {
        name: '幽冥',
        lvl: 0,
        desc: '攻击增加15%,生命增加15%,破击增加15%,速度增加10%',
        iconColor: 'text-red',
        attris: {
            attackPer: [15, 0],
            maxHpPer: [15, 0],
            antiBlockRate: [15, 0],
            speedPer: [10, 0],
        }
    },
    271706: {
        name: '幽冥2', //觉醒
        lvl: 1,
        desc: '攻击增加20%,生命增加25%,破击增加25%,速度增加15%',
        iconColor: 'text-red',
        attris: {
            attackPer: [20, 0],
            maxHpPer: [25, 0],
            antiBlockRate: [25, 0],
            speedPer: [15, 0],
        }
    },
    271707: {
        name: '掠食',
        lvl: 0,
        desc: '每当敌方被眩晕时,自身恢复150%攻击的等量生命并增加7%攻击力3回合;每当敌方被冰冻时,自身恢复20点怒气并增加7%攻击力3回合',
        iconColor: 'text-red',
        triggers: [{
            triggerType: TriggerType.OtherGetNegativeStatus,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerBuffType: BuffType.Vertigo,
                triggerTeamID: 2, //队伍ID 0:无所谓, 1:自方, 2:敌方
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: { attackPer: 7 }, round: 3
            }, {
                eventName: 'recover',
                attriName: 'hp',
                attackPer: [150, 0]
            }]
        }, {
            triggerType: TriggerType.OtherGetNegativeStatus,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerBuffType: BuffType.Ice,
                triggerTeamID: 2, //队伍ID 0:无所谓, 1:自方, 2:敌方
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000, targetType: TargetType.Trigger, buffAttris: { attackPer: 7 }, round: 3
            }, {
                eventName: 'recover',
                attriName: 'anger',
                value: [20, 0]
            }]
        }]
    },
    271708: {
        name: '掠食2',
        lvl: 1,
        desc: '每当敌方被眩晕时,自身恢复200%攻击的等量生命并增加14%攻击力3回合;每当敌方被冰冻时,自身恢复20点怒气并增加自身14%攻击力3回合',
        iconColor: 'text-red',
        triggers: [{
            triggerType: TriggerType.OtherGetNegativeStatus,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerBuffType: BuffType.Vertigo,
                triggerTeamID: 2, //队伍ID 0:无所谓, 1:自方, 2:敌方
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000, targetType: TargetType.Trigger, buffAttris: { attackPer: 14 }, round: 3
            }, {
                eventName: 'recover',
                attriName: 'hp',
                attackPer: [200, 0]
            }]
        }, {
            triggerType: TriggerType.OtherGetNegativeStatus,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerBuffType: BuffType.Ice,
                triggerTeamID: 2, //队伍ID 0:无所谓, 1:自方, 2:敌方
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000, targetType: TargetType.Trigger, buffAttris: { attackPer: 14 }, round: 3
            }, {
                eventName: 'recover',
                attriName: 'anger',
                value: [20, 0]
            }]
        }]
    },
    271801: {
        name: '扫射',
        lvl: 0,
        desc: '对随机3名敌人造成270%攻击伤害30%概率使目标沉默并降低目标20%攻击2回合,同时增加全体友方3%的永久增伤',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'attack',
                attackType: AttackType.Skill,
                hurtPer: [270, 0],
                hartedData: { //仇恨配置
                    targetRankType: TargetRankType.Default,
                    targetAmount: [3, 0],  //目标数量
                }
            }]
        }, {
            triggerType: TriggerType.CalcDamagePre,
            triggerPer: [30, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280109,
                targetType: TargetType.Stakeholder,
                round: 2,
            }, {
                eventName: 'addBuff',
                buffID: 280100,
                targetType: TargetType.Stakeholder,
                buffAttris: { attackPer: -20 },
                round: 2,
            }]
        }, {
            triggerType: TriggerType.AttackAfter,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000, targetType: TargetType.MyTeam, buffAttris: { hurtPer: 3 }, round: 0
            }],
        }]
    },
    271802: {
        name: '扫射2',
        lvl: 1,
        desc: '对随机3名敌人造成320%攻击伤害50%概率使目标沉默并降低目标30%攻击2回合,同时增加全体友方4%永久增伤',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'attack',
                attackType: AttackType.Skill,
                hurtPer: [270, 0],
                hartedData: { //仇恨配置
                    targetRankType: TargetRankType.Default,
                    targetAmount: [3, 0],  //目标数量
                }
            }]
        }, {
            triggerType: TriggerType.CalcDamagePre,
            triggerPer: [30, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280109, targetType: TargetType.Stakeholder,
                round: 2,
            }, {
                eventName: 'addBuff',
                buffID: 280100,
                targetType: TargetType.Stakeholder,
                buffAttris: { attackPer: -30 },
                round: 2,
            }]
        }, {
            triggerType: TriggerType.AttackAfter,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000, targetType: TargetType.MyTeam, buffAttris: { hurtPer: 4 }, round: 0
            }],
        }]
    },
    271803: {
        name: '幽魂',
        lvl: 0,
        desc: '普通攻击时,恢复自身造成伤害150%的等量生命',
        triggers: [{
            triggerType: TriggerType.AttackAfter,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'blood',
                bloodPer: [150, 0],
            }]
        }]
    },
    271804: {
        name: '幽魂2',
        lvl: 1,
        desc: '普通攻击时,恢复自身造成伤害220%的等量生命,并使目标灼烧,每回合额外造成50%攻击伤害,持续2回合',
        triggers: [{
            triggerType: TriggerType.AttackAfter,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'blood',
                bloodPer: [220, 0],
            }]
        }, {
            triggerType: TriggerType.CalcDamagePre,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280103, targetType: TargetType.Stakeholder,
                roundHurt: { attackHurtPer: 50 },
                round: 2,
            }],
        }]
    },
    271805: {
        name: '浴血',
        lvl: 0,
        desc: '攻击增加35%,暴击增加25%,生命增加20%',
        attris: {
            attackPer: [35, 0],
            critRate: [25, 0],
            maxHpPer: [20, 0],
        }
    },
    271806: {
        name: '浴血2',
        lvl: 1,
        desc: '攻击增加40%,暴击增加25%,生命增加25%,战斗开始时增加全体友方5%免伤至战斗结束',
        attris: {
            attackPer: [40, 0],
            critRate: [25, 0],
            maxHpPer: [25, 0],
        },
        triggers: [{
            triggerType: TriggerType.BattleStart,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.MyTeam,
                buffAttris: { antiHurtPer: 5 },
                round: 0
            }],
        }]
    },
    271807: {
        name: '死亡契约',
        lvl: 0,
        desc: '普通攻击变为攻击一排的敌人(优先前排),并增加全体友方5%的永久增伤',
        setNormalAttack: {  //攻击前排敌人
            hartedData: {
                battlePosHatredID: 2, // 1 优先前排 2 必须前排 3 后排优先 4 必须后排
                range: [6, 1],
            }
        },
        triggers: [{
            triggerType: TriggerType.AttackPre,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.MyTeam,
                buffAttris: { hurtPer: 5 }, round: 0
            }],
        }]
    },
    271808: {
        name: '死亡契约2',
        lvl: 1,
        desc: '普通攻击变为攻击一排的敌人(优先前排),并增加全体友方7%永久增伤',
        setNormalAttack: {  //攻击前排敌人
            hartedData: {
                battlePosHatredID: 2, // 1 优先前排 2 必须前排 3 后排优先 4 必须后排
                range: [6, 1],
            }
        },
        triggers: [{
            triggerType: TriggerType.AttackPre,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000, targetType: TargetType.MyTeam,
                buffAttris: { hurtPer: 7 }, round: 0
            }],
        }]
    },
    271901: {
        name: '咆哮',
        lvl: 0,
        desc: '对后排敌人造成300%攻击伤害,击碎目标30%护盾,同时自身获得一个50%自身攻击力的护盾',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'attack',
                attackType: AttackType.Skill,
                breakShieldPer: [30, 0], //击碎目标30%护盾
                hurtPer: [300, 0],
                hartedData: { //仇恨配置
                    battlePosHatredID: 4, // 1 优先前排 2 必须前排 3 后排优先 4 必须后排
                    range: [6, 1], //范围
                }
            }, {
                eventName: 'cure',
                attriName: 'shield',
                targetType: TargetType.Trigger,
                attackPer: [50, 0]
            }]
        }]
    },
    271902: {
        name: '咆哮2',
        lvl: 1,
        desc: '对后排敌人造成350%攻击伤害,击碎目标50%护盾,同时自身获得一个100%自身攻击力的护盾',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'attack',
                attackType: AttackType.Skill,
                breakShieldPer: [50, 0], //击碎目标50%护盾
                hurtPer: [350, 0],
                hartedData: { //仇恨配置
                    battlePosHatredID: 4, // 1 优先前排 2 必须前排 3 后排优先 4 必须后排
                    range: [6, 1], //范围
                }
            }, {
                eventName: 'cure',
                attriName: 'shield',
                targetType: TargetType.Trigger,
                attackPer: [100, 0]
            }]
        }]
    },
    271903: {
        name: '狂猎',
        lvl: 0,
        desc: '普通攻击变为攻击随机2名敌人(优先后排),击碎目标15%护盾',
        setNormalAttack: {
            breakShieldPer: [15, 0], //击碎目标15%护盾
            hartedData: {
                battlePosHatredID: 3, // 1 优先前排 2 必须前排 3 后排优先 4 必须后排
                targetAmount: [2, 0],  //目标数量
            }
        }
    },
    271904: {
        name: '狂猎2',
        lvl: 1,
        desc: '普通攻击变为攻击随机3名后排敌人,击碎目标30%护盾',
        setNormalAttack: {
            breakShieldPer: [30, 0], //击碎目标15%护盾
            hartedData: {
                battlePosHatredID: 4, // 1 优先前排 2 必须前排 3 后排优先 4 必须后排
                targetAmount: [3, 0],  //目标数量
            }
        }
    },
    271905: {
        name: '野性之心',
        lvl: 0,
        desc: '攻击增加20%,暴击增加20%,暴击伤害增加30%',
        attris: {
            attackPer: [20, 0],
            critRate: [20, 0],
            critHurtPer: [30, 0],
        }
    },
    271906: {
        name: '野性之心2',
        lvl: 1,
        desc: '攻击增加30%,暴击增加25%,暴击伤害增加40%',
        attris: {
            attackPer: [30, 0],
            critRate: [25, 0],
            critHurtPer: [40, 0],
        }
    },
    271907: {
        name: '刚毅',
        lvl: 0,
        desc: '战斗开始与自身阵亡时,为全体友军提供6%免伤与增伤至战斗结束',
        triggers: [{
            triggerType: TriggerType.BattleStart,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000, targetType: TargetType.MyTeam, buffAttris: { hurtPer: 6, antiHurtPer: 6 }, round: 0
            }],
        }, {
            triggerType: TriggerType.Dead,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000, targetType: TargetType.MyTeam, buffAttris: { hurtPer: 6, antiHurtPer: 6 }, round: 0
            }],
        }]
    },
    271908: {
        name: '刚毅2',
        lvl: 1,
        desc: '战斗开始与自身阵亡时和生命首次达到75%,50%,25%时,为全体友军提供6%免伤与增伤至战斗结束',
        triggers: [{
            triggerType: TriggerType.BattleStart,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000, targetType: TargetType.MyTeam, buffAttris: { antiHurtPer: 6, hurtPer: 6 }, round: 0
            }],
        }, {
            triggerType: TriggerType.BeInjured,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerHpPer: 75
            },            
            triggerTimes: 1, // 触发一次, 0表示无限次
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000, targetType: TargetType.MyTeam, buffAttris: { antiHurtPer: 6, hurtPer: 6 }, round: 0
            }],
        }, {
            triggerType: TriggerType.BeInjured,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerHpPer: 50
            },
            triggerTimes: 1, // 触发一次, 0表示无限次
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000, targetType: TargetType.MyTeam, buffAttris: { antiHurtPer: 6, hurtPer: 6 }, round: 0
            }]
        }, {
            triggerType: TriggerType.BeInjured,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerHpPer: 25
            },
            triggerTimes: 1, // 触发一次, 0表示无限次
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000, targetType: TargetType.MyTeam, buffAttris: { antiHurtPer: 6, hurtPer: 6 }, round: 0
            }]
        }, {
            triggerType: TriggerType.Dead,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000, targetType: TargetType.MyTeam, buffAttris: { antiHurtPer: 6, hurtPer: 6 }, round: 0
            }]
        }]
    },
    272001: {
        name: '无敌斩',
        lvl: 0,
        desc: '对攻击最高的敌人造成400%攻击伤害,每次施放无敌斩,无敌斩的伤害提升20%',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'attack',
                attackType: AttackType.Skill,
                hurtPer: [400, 0],
                hartedData: {
                    targetRankType: TargetRankType.HighAttack,
                    targetAmount: [1, 0],
                }
            }, {
                eventName: 'addSkillAttris',
                data: {
                    hurtPer: [20, 0],
                }

            }]
        }]
    },
    272002: {
        name: '无敌斩2',
        lvl: 1,
        desc: '对攻击最高的敌人造成480%攻击伤害,每次施放无敌斩,无敌斩的伤害提升25%,无敌斩击杀敌人后,80%概率再施放一次无敌斩',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'attack',
                attackType: AttackType.Skill,
                hurtPer: [480, 0],
                hartedData: {
                    targetRankType: TargetRankType.HighAttack,
                    targetAmount: [1, 0],
                }
            }, {
                eventName: 'addSkillAttris',
                data: {
                    hurtPer: [25, 0],
                }
            }]
        }, {
            triggerType: TriggerType.KillEnemy,
            triggerPer: [80, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'attack',
                attackType: AttackType.Skill,
                hurtPer: [480, 0],
                hartedData: {
                    targetRankType: TargetRankType.HighAttack,
                    targetAmount: [1, 0],
                }
            }, {
                eventName: 'addSkillAttris',
                data: {
                    hurtPer: [25, 0],
                }
            }]
        }]
    },
    272003: {
        name: '武神',
        lvl: 0,
        desc: '普通攻击变为随机攻击2个敌人(优先前排),并恢复自身110%攻击的等量生命',
        setNormalAttack: {  //攻击前排敌人
            hartedData: {
                battlePosHatredID: 2,
                targetAmount: [2, 0],
            }
        },
        triggers: [{
            triggerType: TriggerType.AttackPre,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'recover',
                attriName: 'hp',
                attackPer: [110, 0]
            }]
        }]
    },
    272004: {
        name: '武神2',
        lvl: 1,
        desc: '普通攻击目标变为攻击力最高的2名敌人,并恢复自身200%攻击的等量生命,普攻击杀敌人后,40%概率立即再次进行一次普攻',
        setNormalAttack: {  //攻击前排敌人
            hartedData: {
                targetRankType: TargetRankType.HighAttack,
                targetAmount: [2, 0],
            }
        },
        triggers: [{
            triggerType: TriggerType.AttackPre,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
                // triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'recover',
                attriName: 'hp',
                attackPer: [200, 0]
            }]
        }, {
            triggerType: TriggerType.KillEnemy,
            triggerPer: [40, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
                // triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'attack',
                attackType: AttackType.Normal,
                hartedData: {
                    targetRankType: TargetRankType.HighAttack,
                    targetAmount: [2, 0],
                }
            }]
        }]
    },
    272005: {
        name: '剑舞',
        lvl: 0,
        desc: '攻击增加30%,防御增加15%,暴击与暴击伤害增加20%',
        attris: {
            attackPer: [30, 0],
            defPer: [15, 0],
            critRate: [20, 0],
            critHurtPer: [20, 0],
        }
    },
    272006: {
        name: '剑舞2',
        lvl: 1,
        desc: '攻击增加30%,生命增加10%,防御增加15%,免控增加20%,暴击与暴击伤害增加20%',
        attris: {
            attackPer: [30, 0],
            maxHpPer: [10, 0],
            defPer: [15, 0],
            antiControlRate: [20, 0],
            critRate: [20, 0],
            critHurtPer: [20, 0],
        }
    },
    272007: {
        name: '剑圣',
        lvl: 0,
        desc: '战斗开始时,增加自身50%攻击至战斗结束,击杀敌人后增加自身20%攻击力3回合',
        triggers: [{
            triggerType: TriggerType.BattleStart,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000, targetType: TargetType.Trigger, buffAttris: { attackPer: 50 }, round: 0
            },
            ]
        }, {
            triggerType: TriggerType.KillEnemy,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000, targetType: TargetType.Trigger, buffAttris: { attackPer: 20 }, round: 3
            },
            ]
        }]
    },
    272008: {
        name: '剑圣2',
        lvl: 1,
        desc: '战斗开始时,增加自身80%攻击至战斗结束,击杀敌人后增加自身30%攻击力3回合',
        triggers: [{
            triggerType: TriggerType.BattleStart,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000, targetType: TargetType.Trigger, buffAttris: { attackPer: 80 }, round: 0
            },
            ]
        }, {
            triggerType: TriggerType.KillEnemy,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000, targetType: TargetType.Trigger, buffAttris: { attackPer: 30 }, round: 3
            },
            ]
        }]
    },
    272101: {
        name: '回音击',
        lvl: 0,
        desc: '对随机3名敌人造成270%攻击伤害,并使目标流血,每回合额外造成65%攻击伤害,持续2回合',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'attack',
                attackType: AttackType.Skill, //攻击类型
                hurtPer: [270, 0],
                hartedData: { //仇恨配置
                    targetRankType: TargetRankType.Default,
                    targetAmount: [3, 0],  //目标数量
                }
            }]
        }, {
            triggerType: TriggerType.CalcDamageAfter,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280112,
                roundHurt: [65, 0],
                targetType: TargetType.Stakeholder,
                round: 2,
            }]
        }]
    },
    272102: {
        name: '回音击2',
        lvl: 1,
        desc: '对随机5名敌人造成270%攻击伤害,使目标流血,每回合额外造成90%攻击伤害,持续3回合,同时增加自身20%攻击3回合',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'attack',
                attackType: AttackType.Skill,
                hurtPer: [270, 0],
                hartedData: { //仇恨配置
                    targetRankType: TargetRankType.Default,
                    targetAmount: [5, 0],  //目标数量
                }
            }, {
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: { attackPer: 20 },
                round: 3
            }]
        }, {
            triggerType: TriggerType.CalcDamageAfter,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280112,
                targetType: TargetType.Stakeholder,
                roundHurt: { attackHurtPer: 90 },
                round: 3,
            }]
        }]
    },
    272103: {
        name: '余震',
        lvl: 0,
        desc: '普通攻击变为随机攻击3名敌人(优先前排),并使目标流血,每回合额外造成25%攻击伤害,持续4回合',
        setNormalAttack: {  //攻击前排敌人
            hartedData: { //仇恨配置
                battlePosHatredID: 1, // 1 优先前排 2 必须前排 3 后排优先 4 必须后排
                targetAmount: [3, 0],
            }
        },
        triggers: [{
            triggerType: TriggerType.CalcDamagePre,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280112,
                targetType: TargetType.Stakeholder,
                roundHurt: { attackHurtPer: 25 },
                round: 4,
            }]
        }]
    },
    272104: {
        name: '余震2',
        lvl: 1,
        desc: '普通攻击变为随机攻击4名敌人,并使目标流血,每回合额外造成30%攻击伤害,持续4回合,受到普通攻击时提升自身6%攻击力,持续2回合',
        setNormalAttack: {  //攻击前排敌人
            hartedData: { //仇恨配置
                targetRankType: TargetRankType.Default,
                targetAmount: [4, 0],
            }
        },
        triggers: [{
            triggerType: TriggerType.CalcDamagePre,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280112,
                targetType: TargetType.Stakeholder,
                roundHurt: { attackHurtPer: 30 },
                round: 4,
            }]
        }, {
            triggerType: TriggerType.BeInjured,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: { attackPer: 6 },
                round: 2
            }]
        }]
    },
    272105: {
        name: '强击',
        lvl: 0,
        desc: '攻击增加30%,流血抗性增加100%,对流血目标额外造成50%伤害,且每有一个友方英雄死亡,增加自身20%攻击、10%暴击和20%爆伤至战斗结束',
        attris: {
            attackPer: [30, 0],
            antiBleedRate: [100, 0],
        },
        statusHurtPer: { //状态伤害加成
            [BuffType.Blood]: [50, 0]
        },
        triggers: [{
            triggerType: TriggerType.OtherDead,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerTeam: TriggerTeamType.Friend,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: { attackPer: 20, critRate: 10, critHurtPer: 20 }, round: 0
            }]
        }]
    },
    272106: {
        name: '强击2',
        lvl: 1,
        desc: '攻击增加35%,流血抗性增加100%,对流血目标额外造成80%伤害,且每有一个友方英雄死亡,增加自身30%攻击、15%暴击和30%爆伤至战斗结束',
        attris: {
            attackPer: [35, 0],
            antiBleedRate: [100, 0],
        },
        statusHurtPer: { //状态伤害加成
            [BuffType.Blood]: [80, 0]
        },
        triggers: [{
            triggerType: TriggerType.OtherDead,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerTeam: TriggerTeamType.Friend,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000, targetType: TargetType.Trigger,
                buffAttris: { attackPer: 30, critRate: 15, critHurtPer: 30 }, round: 0
            }]
        }]
    },
    272107: {
        name: '心魔',
        lvl: 0,
        desc: '战斗中生命首次低于30%时,立即获得100点怒气,增加80%攻、50%防御、20%速度,且攻击有50%伤害吸血至战斗结束',
        triggers: [{
            triggerType: TriggerType.BeInjured,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerHpPer: 30,
            },
            triggerTimes: 1, // 触发一次, 0表示无限次
            triggerEvents: [{
                eventName: 'recover',
                attriName: 'anger',
                value: [100, 0]
            }, {
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: {
                    attackPer: 80,
                    defPer: 50,
                    speedPer: 20,
                    bloodRate: 50
                },
                round: 0
            }]
        }]
    },
    272108: {
        name: '心魔2',
        lvl: 1,
        desc: '战斗中生命首次低于70%时,立即获得100点怒气,战斗中永久增加150%攻、150%防御、25%速度,且攻击有50%伤害吸血至战斗结束',
        triggers: [{
            triggerType: TriggerType.BeInjured,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerHpPer: 70,
            },
            triggerTimes: 1, // 触发一次, 0表示无限次
            triggerEvents: [{
                eventName: 'recover',
                attriName: 'anger',
                value: [100, 0]
            }, {
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: {
                    attackPer: 150,
                    defPer: 150,
                    speedPer: 25,
                    bloodRate: 50
                },
                round: 0
            }]
        }]
    },
    272201: {
        name: '山崩',
        lvl: 0,
        desc: '对随机3名敌人造成250%攻击伤害,同时为全体友军增加一个15%自身最大生命值的护盾',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'attack',
                attackType: AttackType.Skill,
                hurtPer: [250, 0],
                hartedData: { //仇恨配置
                    targetRankType: TargetRankType.Default,
                    targetAmount: [3, 0],  //目标数量
                }
            }, {
                eventName: 'cure',
                attriName: 'shield',
                targetType: TargetType.MyTeam,
                hpPer: [15, 0], //自身生命百分比
            }]
        }]
    },
    272202: {
        name: '山崩2',
        lvl: 1,
        desc: '对随机3名敌人造成300%攻击伤害,同时为全体友军增加一个20%自身最大生命值的护盾',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'attack',
                attackType: AttackType.Skill,
                hurtPer: [300, 0],
                hartedData: { //仇恨配置
                    targetRankType: TargetRankType.Default,
                    targetAmount: [3, 0],  //目标数量
                }
            }, {
                eventName: 'cure',
                attriName: 'shield',
                targetType: TargetType.MyTeam,
                hpPer: [20, 0], //自身生命百分比
            }]
        }]
    },
    272203: {
        name: '急冻拳',
        lvl: 0,
        desc: '普通攻击变为攻击3个敌人(前排优先),并有35%概率使目标冰冻2回合',
        setNormalAttack: {  //攻击前排敌人
            hartedData: { //仇恨配置
                battlePosHatredID: 1, // 1 优先前排 2 必须前排 3 后排优先 4 必须后排
                targetAmount: [3, 0],  //目标数量
            }
        },
        triggers: [{
            triggerType: TriggerType.CalcDamageAfter,
            triggerPer: [35, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280110,
                targetType: TargetType.Stakeholder,
                round: 2,
            }]
        }]
    },
    272204: {
        name: '急冻拳2',
        lvl: 1,
        desc: '普通攻击变为攻击3个敌人(前排优先),降低目标20%速度2个回合,并有45%概率使目标冰冻2回合',
        setNormalAttack: {  //攻击前排敌人
            hartedData: { //仇恨配置
                battlePosHatredID: 1, // 1 优先前排 2 必须前排 3 后排优先 4 必须后排
                targetAmount: [3, 0],  //目标数量
            }
        },
        triggers: [{
            triggerType: TriggerType.CalcDamageAfter,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280100,
                targetType: TargetType.Stakeholder,
                buffAttris: { speedPer: -20 },
                round: 2,
            }]
        }, {
            triggerType: TriggerType.CalcDamageAfter,
            triggerPer: [45, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280110,
                targetType: TargetType.Stakeholder,
                round: 2,
            }]
        }]
    },
    272205: {
        name: '崎岖身体',
        lvl: 0,
        desc: '生命增加30%,格挡增加20%,战斗开始时为全体友军增加一个15%自身最大生命值的护盾',
        attris: {
            maxHpPer: [30, 0],
            blockRate: [20, 0],
        },
        triggers: [{
            triggerType: TriggerType.BattleStart,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'cure',
                attriName: 'shield',
                targetType: TargetType.MyTeam,
                hpPer: [15, 0], //自身生命百分比
            }]
        }]
    },
    272206: {
        name: '崎岖身体2',
        lvl: 1,
        desc: '生命增加30%,攻击增加20%,格挡增加30%,战斗开始时为全体友军增加一个20%自身最大生命值的护盾',
        attris: {
            maxHpPer: [30, 0],
            attackPer: [20, 0],
            blockRate: [30, 0],
        },
        triggers: [{
            triggerType: TriggerType.BattleStart,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'cure',
                attriName: 'shield',
                targetType: TargetType.MyTeam,
                hpPer: [20, 0], //自身生命百分比
            }]
        }]
    },
    272207: {
        name: '威武身躯',
        lvl: 0,
        desc: '每当其他友军护盾消失时,自身获得10点怒气',
        triggers: [{
            triggerType: TriggerType.OtherClearShield,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerTeam: TriggerTeamType.Friend,
            },
            triggerEvents: [{
                eventName: 'recover',
                attriName: 'anger',
                value: [10, 0]
            }]
        }]
    },
    272208: {
        name: '威武身躯2',
        lvl: 1,
        desc: '每当其他友军护盾消失时,自身获得10点怒气与4%自身最大生命值的护盾',
        triggers: [{
            triggerType: TriggerType.OtherClearShield,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerTeam: TriggerTeamType.Friend,
            },
            triggerEvents: [{
                eventName: 'recover',
                attriName: 'anger',
                value: [10, 0]
            }, {
                eventName: 'cure',
                targetType: TargetType.Trigger,
                attriName: 'shield',
                hpPer: [4, 0], //自身生命百分比
            }]
        }]
    },
    272301: {
        name: '冥火爆击',
        lvl: 0,
        desc: '对随机3名敌人造成240%攻击伤害,额外造成目标生命上限12%的真实伤害(不超过自身攻击10倍)',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'attack',
                attackType: AttackType.Skill, //攻击类型
                hurtPer: [240, 0],
                hpHurtPer: [12, 0], //目标生命上限百分比
                hartedData: { //仇恨配置
                    targetRankType: TargetRankType.Default,
                    targetAmount: [3, 0],  //目标数量
                }
            }]
        }]
    },
    272302: {
        name: '冥火爆击2',
        lvl: 1,
        desc: '对随机3名敌人造成290%攻击伤害,额外造成目标生命上限15%的真实伤害(不超过自身攻击10倍),同时降低目标30%治疗3回合',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'attack',
                attackType: AttackType.Skill, //攻击类型
                hurtPer: [290, 0],
                hpHurtPer: [15, 0], //目标生命上限百分比
                hartedData: { //仇恨配置
                    targetRankType: TargetRankType.Default,
                    targetAmount: [3, 0],  //目标数量
                }
            }]
        }, {
            triggerType: TriggerType.CalcDamagePre,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280100,
                targetType: TargetType.Stakeholder,
                buffAttris: {
                    recoverPer: -30,
                },
                round: 3,
            }]
        }]
    },
    272303: {
        name: '幽魂之盾',
        lvl: 0,
        desc: '格挡时,使随机3名敌人灼烧,每回合额外造成40%攻击伤害,持续3回合',
        triggers: [{
            triggerType: TriggerType.BeInjured,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerisBlock: true, //是否格挡触发
            },
            triggerEvents: [{ //触发事件
                eventName: 'addBuff',
                buffID: 280103,
                TargetRankType: TargetRankType.Default,
                targetType: TargetType.Enemys,
                targetAmount: [3, 0],
                roundHurt: { attackHurtPer: 40 },
                round: 3,
            }]
        }]
    },
    272304: {
        name: '幽魂之盾2',
        lvl: 1,
        desc: '格挡时,降低随机3名敌人5%攻击力并使其灼烧,每回合额外造成60%攻击伤害,持续3回合',
        triggers: [{
            triggerType: TriggerType.BeInjured,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerisBlock: true, //是否格挡触发
            },
            triggerEvents: [{ //触发事件
                eventName: 'addBuff',
                buffID: 280103,
                TargetRankType: TargetRankType.Default,
                targetType: TargetType.Enemys,
                targetAmount: [3, 0],
                roundHurt: { attackHurtPer: 60 }, //回合攻击百分比伤害
                buffAttris: {
                    attackReducePer: 5,
                },
                round: 3,
            },
            // { //触发事件
            //     eventName: 'addBuff',
            //     buffID: 280100,
            //     TargetRankType: TargetRankType.Default,
            //     targetType: TargetType.Enemys,
            //     targetAmount: [3, 0],
            //     // roundHurt: { attackHurtPer: 60 }, //回合攻击百分比伤害
            //     buffAttris: {
            //         attackReducePer: 5,
            //     },
            //     round: 3,
            // }
        ]
        }]
    },
    272305: {
        name: '魂姿',
        lvl: 0,
        desc: '生命增加20%,暴击抵抗增加15%,破甲抵抗增加15%,格挡增加20%',
        attris: {
            maxHpPer: [20, 0],
            antiCritRate: [15, 0],
            antiBreakDefRate: [15, 0],
            blockRate: [20, 0],
        }
    },
    272306: {
        name: '魂姿2',
        lvl: 1,
        desc: '生命增加30%,暴击抵抗增加15%,破甲抵抗增加15%,技能减伤增加15%,格挡增加30%',
        attris: {
            maxHpPer: [30, 0],
            antiCritRate: [15, 0],
            antiBreakDefRate: [15, 0],
            antiSkillHurtPer: [15, 0],
            blockRate: [30, 0],
        }
    },
    272307: {
        name: '绝冥之境',
        lvl: 0,
        desc: '累计格挡3次时,清除自身控制效果与持续伤害并恢复15%生命上限的血量,并对随机3名敌人造成其生命上限15%的真实伤害(不超过自身攻击10倍)',
        triggers: [{
            triggerType: TriggerType.BeInjured,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerisBlock: true,
            },
            triggerTimesInterval: 3,
            triggerEvents: [{
                eventName: 'clearBuff',
                targetType: TargetType.Trigger,
                buffPositive: BuffPositive.Negative,
                buffMainType: BuffMainType.Control,
            }, {
                eventName: 'clearBuff',
                targetType: TargetType.Trigger,
                buffPositive: BuffPositive.Negative,
                buffMainType: BuffMainType.Damage,
            }, {
                eventName: 'recover',
                attriName: 'hp',
                targetType: TargetType.Trigger,
                hpPer: [15, 0], //自身生命百分比
            }, {
                eventName: 'hurt',
                attackType: AttackType.HurtAttack, //攻击类型
                hpPer: [15, 0], // 造成目标最大生命百分比的伤害
                targetAmount: [3, 0],  //目标数量
                targetType: TargetType.Enemys,
                targetRankType: TargetRankType.Default,
            }]
        }]
    },
    272308: {
        name: '绝冥之境2',
        lvl: 1,
        desc: '累计格挡3次时,清除自身控制与持续伤害效果并恢复18%生命上限的血量,同时对随机3名敌人造成其生命上限15%的真实伤害(不超过自身攻击10倍),并降低目标8%治疗3回合',
        triggers: [{
            triggerType: TriggerType.BeInjured,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerisBlock: true,
            },
            triggerTimesInterval: 3,
            triggerEvents: [{
                eventName: 'clearBuff',
                targetType: TargetType.Trigger,
                buffPositive: BuffPositive.Negative,
                buffMainType: BuffMainType.Control,
            }, {
                eventName: 'clearBuff',
                targetType: TargetType.Trigger,
                buffPositive: BuffPositive.Negative,
                buffMainType: BuffMainType.Damage,
            }, {
                eventName: 'recover',
                attriName: 'hp',
                targetType: TargetType.Trigger,
                hpPer: [18, 0], //自身生命百分比
            }, {
                eventName: 'hurt',
                attackType: AttackType.HurtAttack, //攻击类型
                hpPer: [15, 0], // 造成目标最大生命百分比的伤害
                targetAmount: [3, 0],  //目标数量
                targetType: TargetType.Enemys,
                targetRankType: TargetRankType.Default,
            }]
        }, {
            triggerType: TriggerType.CalcDamageAfter,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                // triggerAttackType: AttackType.HurtAttack,
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerisBlock: true,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280100,
                targetType: TargetType.Stakeholder,
                buffAttris: {
                    recoverPer: -8,
                },
                round: 3,
            }]
        }]
    },
    272401: {
        name: '盛宴',
        lvl: 0,
        desc: '对生命值百分比最高的敌人造成200%攻击伤害,并额外造成攻击者的最大生命值10%的真实伤害(不超过自身攻击10倍),同时使目标灼烧,每回合额外造成释放者的最大生命值4%的真实伤害,持续2回合',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'attack',
                attackType: AttackType.Skill, //攻击类型
                attackerHpHurtPer: [10, 0],
                hurtPer: [200, 0],
                hartedData: { //仇恨配置
                    targetRankType: TargetRankType.HgihHp,
                    targetAmount: [1, 0],  //目标数量
                }
            }]
        }, {
            triggerType: TriggerType.CalcDamageAfter,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280103,
                targetType: TargetType.Stakeholder,
                roundHurt: {
                    attackerHpHurtPer: 4,
                },
                round: 2,
            }]
        }]
    },
    272402: {
        name: '盛宴2',
        lvl: 1,
        desc: '对生命值百分比最高的敌人造成300%攻击伤害,并额外造成攻击者的最大生命值14%的真实伤害(不超过自身攻击10倍),同时使目标灼烧,每回合额外造成释放者的最大生命值6%的真实伤害,持续2回合',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'attack',
                attackType: AttackType.Skill, //攻击类型
                attackerHpHurtPer: [14, 0],
                hurtPer: [300, 0],
                hartedData: { //仇恨配置
                    targetRankType: TargetRankType.HgihHp,
                    targetAmount: [1, 0],  //目标数量
                }
            }]
        }, {
            triggerType: TriggerType.CalcDamageAfter,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280103,
                targetType: TargetType.Stakeholder,
                roundHurt: {
                    attackerHpHurtPer: 6,
                },
                round: 2,
            }]
        }]
    },
    272403: {
        name: '撕裂',
        lvl: 0,
        desc: '普通攻击变为随机攻击3名敌人,并使目标灼烧,每回合额外造成释放者最大生命值4%的真实伤害,持续2回合',
        setNormalAttack: {
            hartedData: { //仇恨配置
                targetRankType: TargetRankType.Default,
                targetAmount: [3, 0],  //目标数量
            }
        },
        triggers: [{
            triggerType: TriggerType.CalcDamageAfter,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280103,
                targetType: TargetType.Stakeholder,
                roundHurt: {
                    attackerHpHurtPer: 4,
                },
                round: 2,
            }]
        }]
    },
    272404: {
        name: '撕裂2',
        lvl: 1,
        desc: '普通攻击变为随机攻击3名敌人,并使目标灼烧,每回合额外造成释放者的最大生命值6%的真实伤害,持续2回合',
        setNormalAttack: {
            hartedData: { //仇恨配置
                targetRankType: TargetRankType.Default,
                targetAmount: [3, 0],  //目标数量
            }
        },
        triggers: [{
            triggerType: TriggerType.CalcDamageAfter,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280103,
                targetType: TargetType.Stakeholder,
                roundHurt: {
                    attackerHpHurtPer: 6,
                },
                round: 2,
            }]
        }]
    },
    272405: {
        name: '狂暴',
        lvl: 0,
        desc: '生命增加45%,技能减伤增加10%',
        attris: {
            maxHpPer: [45, 0],
            antiSkillHurtPer: [10, 0],
        }
    },
    272406: {
        name: '狂暴2',
        lvl: 1,
        desc: '生命增加60%,技能减伤增加30%',
        attris: {
            maxHpPer: [60, 0],
            antiSkillHurtPer: [30, 0],
        }
    },
    272407: {
        name: '狂怒',
        lvl: 0,
        desc: '每当自身受到持续伤害效果时,增加一个5%自身最大生命值的护盾',
        triggers: [{
            triggerType: TriggerType.BeInjured,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: [HurtType.Fire, HurtType.Blood, HurtType.Poison],
            },
            triggerEvents: [{
                eventName: 'cure',
                targetType: TargetType.Trigger,
                attriName: 'shield',
                hpPer: [5, 0],
            }]
        }]
    },
    272408: {
        name: '狂怒2',
        lvl: 1,
        desc: '每当自身受到持续伤害效果时,增加一个7%自身最大生命值的护盾',
        triggers: [{
            triggerType: TriggerType.BeInjured,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: [HurtType.Fire, HurtType.Blood, HurtType.Poison],
            },
            triggerEvents: [{
                eventName: 'cure',
                targetType: TargetType.Trigger,
                attriName: 'shield',
                hpPer: [7, 0],
            }]
        }]
    },
    272501: {
        name: '冲锋',
        desc: '对攻击最高的敌人造成500%攻击伤害,并有50%概率沉默目标2回合',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'attack',
                attackType: AttackType.Skill, //攻击类型
                hurtPer: [500, 0], //伤害百分比
                hartedData: { //仇恨配置
                    targetRankType: TargetRankType.HighAttack, //仇恨排序类型 0: 按仇恨值排序, 1: 生命最多, 2: 生命最少, 3: 攻击力最高, 4: 攻击力最低, 
                    targetAmount: [1, 0],  //目标数量
                }
            }]
        }, {
            triggerType: TriggerType.CalcDamageAfter,
            triggerPer: [50, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280109,
                targetType: TargetType.Stakeholder,
                round: 2,
            }]
        }]

    },
    272502: {
        name: '意志',
        desc: '自身血量首次低于50%时,恢复50%最大生命值的血量',
        triggers: [{
            triggerType: TriggerType.BeInjured,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerHpPer: 50,
            },
            triggerTimes: 1,
            triggerEvents: [{
                eventName: 'recover',
                attriName: 'hp',
                hpPer: [50, 0],
            }]
        }]
    },
    272503: {
        name: '壮志',
        desc: '暴击抵抗增加50%',
        attris: {
            antiCritRate: [50, 0],
        }
    },
    272504: {
        name: '铁甲',
        desc: '战斗开始时,增加自身20%免伤与攻击力至战斗结束',
        triggers: [{
            triggerType: TriggerType.BattleStart,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: {
                    antiHurtPer: 20,
                    attackPer: 20,
                },
                round: 0,
            }]
        }]
    },
    272601: {
        name: '漫天花雨',
        desc: '对随机3名敌人造成260%攻击伤害,并使目标灼烧,每回合额外造成40%攻击伤害3回合,同时目标受到的治疗降低15%,持续3回合',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'attack',
                attackType: AttackType.Skill,
                hurtPer: [260, 0], //伤害百分比
                hartedData: { //仇恨配置
                    targetRankType: TargetRankType.Default,
                    targetAmount: [3, 0],  //目标数量
                }
            }]
        }, {
            triggerType: TriggerType.CalcDamageAfter,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.Skill,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,  //是否是本技能触发

            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280103,
                targetType: TargetType.Stakeholder,
                roundHurt: {
                    attackHurtPer: 40  //回合攻击百分比伤害
                },
                round: 3,
            }, {
                eventName: 'addBuff',
                buffID: 280100,
                targetType: TargetType.Stakeholder,
                buffAttris: {
                    recoverPer: -15,
                },
                round: 3,
            }]
        }]
    },
    272602: {
        name: '飞花',
        desc: '普通攻击变为攻击3个敌人(后排优先),并使目标灼烧,每回合额外造成30%攻击伤害2回合,同时目标受到的治疗降低15%,持续2回合',
        setNormalAttack: {
            hartedData: { //仇恨配置
                battlePosHatredID: 3, // 1 优先前排 2 必须前排 3 后排优先 4 必须后排
                targetAmount: [3, 0], //范围
            }
        },
        triggers: [{
            triggerType: TriggerType.CalcDamageAfter,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280103,
                targetType: TargetType.Stakeholder,
                roundHurt: {
                    attackHurtPer: 30,
                },
                round: 2,
            }, {
                eventName: 'addBuff',
                buffID: 280100,
                targetType: TargetType.Stakeholder,
                buffAttris: {
                    recoverPer: -15,
                },
                round: 2,
            }]
        }]
    },
    272603: {
        name: '赤魂',
        desc: '技能伤害增加60%',
        attris: {
            skillHurtPer: [60, 0],
        }
    },
    272604: {
        name: '残躯',
        desc: '战斗中自身生命首次低于50%时,增加自身20%攻击和技能伤害3回合,同时增加自身50点怒气',
        triggers: [{
            triggerType: TriggerType.BeInjured,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerHpPer: 50,
            },
            triggerTimes: 1,
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: {
                    attackPer: 20,
                    skillHurtPer: 20,
                },
                round: 3,
            }, {
                eventName: 'cure',
                targetType: TargetType.Trigger,
                attriName: 'anger',
                value: [50, 0],
            }]
        }]
    },
    272701: {
        name: '死亡脉冲',
        lvl: 0,
        desc: '对全体敌人造成160%攻击伤害,并恢复自身造成伤害50%的等量生命',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'attack',
                attackType: AttackType.Skill,
                hurtPer: [160, 0], // 造成最大生命百分比的伤害
                hartedData: { //仇恨配置
                    targetAmount: [10, 0],  //目标数量
                }
            }]
        }, {
            triggerType: TriggerType.AttackAfter,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'blood',
                bloodPer: [50, 0],
            }]
        }]
    },
    272702: {
        name: '死亡脉冲2',
        lvl: 1,
        desc: '对全体敌人造成190%攻击伤害,并恢复自身造成伤害50%的等量生命,同时降低目标10%破甲3回合',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'attack',
                attackType: AttackType.Skill,
                hurtPer: [190, 0], // 造成最大生命百分比的伤害
                hartedData: { //仇恨配置
                    targetAmount: [10, 0],  //目标数量
                }
            }]
        }, {
            triggerType: TriggerType.AttackAfter,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'blood',
                bloodPer: [50, 0],
            }]
        }, {
            triggerType: TriggerType.CalcDamagePre,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280100,
                targetType: TargetType.Stakeholder,
                buffAttris: {
                    breakDefRate: -10,
                },
                round: 3,
            }]
        }]
    },
    272703: {
        name: '宁神',
        lvl: 0,
        desc: '友方释放技能时,增加自身10%技能伤害至战斗结束,可叠加',
        triggers: [{
            triggerType: TriggerType.OtherUseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerTeam: TriggerTeamType.Friend,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: {
                    skillHurtPer: 10,
                },
                round: 0,
            }]
        }]
    },
    272704: {
        name: '宁神2',
        lvl: 1,
        desc: '友方释放技能时,增加自身10%技能伤害与0.5%破甲至战斗结束,可叠加',
        triggers: [{
            triggerType: TriggerType.OtherUseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerTeam: TriggerTeamType.Friend,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: {
                    skillHurtPer: 10,
                    breakDefRate: 0.5,
                },
                round: 0,
            }]
        }]
    },
    272705: {
        name: '施虐之心',
        lvl: 0,
        desc: '攻击增加15%,防御增加15%,免伤增加20%',
        attris: {
            attackPer: [15, 0],
            defPer: [15, 0],
            antiHurtPer: [20, 0],
        }
    },
    272706: {
        name: '施虐之心2',
        lvl: 1,
        desc: '攻击增加15%,生命增加10%,防御增加15%,暴击增加5%,免伤增加20%',
        attris: {
            attackPer: [15, 0],
            maxHpPer: [10, 0],
            defPer: [15, 0],
            critRate: [5, 0],
            antiHurtPer: [20, 0],
        }
    },
    272707: {
        name: '亵渎之力',
        lvl: 0,
        desc: '每回合结束时,增加自身15%攻击至战斗结束,可叠加',
        triggers: [{
            triggerType: TriggerType.RoundEnd,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: {
                    attackPer: 15,
                },
                round: 0,
            }]
        }]
    },
    272708: {
        name: '亵渎之力2',
        lvl: 1,
        desc: '每回合结束时,增加自身15%攻击与1%破甲抵抗至战斗结束,可叠加',
        triggers: [{
            triggerType: TriggerType.RoundEnd,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: {
                    attackPer: 15,
                    antiBreakDefRate: 1,
                },
                round: 0,
            }]
        }]
    },
    272801: {
        name: '冰雪交加',
        lvl: 0,
        desc: '对全体敌人造成190%攻击伤害,并有30%的概率冰冻目标2回合',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'attack',
                attackType: AttackType.Skill,
                hurtPer: [190, 0], // 造成最大生命百分比的伤害
                hartedData: { //仇恨配置
                    targetAmount: [10, 0],  //目标数量
                }
            }]
        }, {
            triggerType: TriggerType.CalcDamageAfter,
            triggerPer: [30, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280110,
                targetType: TargetType.Stakeholder,
                round: 2,
            }]
        }]
    },
    272802: {
        name: '冰雪交加2',
        lvl: 1,
        desc: '对全体敌人造成240%攻击伤害,并有40%的概率冰冻目标2回合',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'attack',
                attackType: AttackType.Skill,
                hurtPer: [240, 0], // 造成最大生命百分比的伤害
                hartedData: { //仇恨配置
                    targetAmount: [10, 0],  //目标数量
                }
            }]
        }, {
            triggerType: TriggerType.CalcDamageAfter,
            triggerPer: [40, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280110,
                targetType: TargetType.Stakeholder,
                round: 2,
            }]
        }]
    },
    272803: {
        name: '极寒',
        lvl: 0,
        desc: '受到攻击时,有25%的概率使目标冰冻2回合',
        triggers: [{
            triggerType: TriggerType.BeInjured,
            triggerPer: [25, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280110,
                targetType: TargetType.Stakeholder,
                round: 2,
            }]
        }]
    },
    272804: {
        name: '极寒2',
        lvl: 1,
        desc: '受到攻击时,降低攻击者10%免伤3回合,并有25%的概率使攻击者冰冻2回合',
        triggers: [{
            triggerType: TriggerType.BeInjured,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280100,
                buffAttris: {
                    antiHurtPer: -10,
                },
                targetType: TargetType.Stakeholder,
                round: 3,
            }]
        }, {
            triggerType: TriggerType.BeInjured,
            triggerPer: [25, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280110,
                targetType: TargetType.Stakeholder,
                round: 2,
            }]
        }]
    },
    272805: {
        name: '严寒之体',
        lvl: 0,
        desc: '攻击增加20%,对冰冻目标额外造成70%伤害;每当敌方被冰冻时,额外对目标造成攻击者的100%攻击的伤害并恢复此伤害50%的血量',
        attris: {
            attackPer: [20, 0],
        },
        statusHurtPer: { //状态伤害加成
            [BuffType.Ice]: [70, 0]
        },
        triggers: [{
            triggerType: TriggerType.OtherGetNegativeStatus,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,    // 攻击类型
                triggerHurtType: HurtType.All, // 攻击类型
                triggerBuffType: BuffType.Ice, //状态类型触发
                triggerTeam: TriggerTeamType.Oppent,
            },
            triggerEvents: [{
                eventName: 'attack',
                attackType: AttackType.HurtAttack, //攻击类型
                hurtPer: [100, 0],
            }]
        }, {
            triggerType: TriggerType.CalcDamageAfter,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.HurtAttack,    // 攻击类型
                // triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All, // 攻击类型
                triggerisCrit: false,                   // 是否暴击
                triggerisHit: false,                    // 是否命中                  // 是否格挡                // 是否是本技能
            },
            triggerEvents: [{
                eventName: 'blood',
                bloodPer: [50, 0],
            }]
        }]
    },
    272806: {
        name: '严寒之体2',
        lvl: 1,
        desc: '攻击增加35%,对冰冻目标造成70%额外伤害;每当敌方被冰冻时,额外对目标造成攻击者的200%攻击的伤害并恢复此伤害65%的血量',
        attris: {
            attackPer: [35, 0],
        },
        statusHurtPer: { //状态伤害加成
            [BuffType.Ice]: [70, 0]
        },
        triggers: [{
            triggerType: TriggerType.OtherGetNegativeStatus,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,    // 攻击类型
                triggerHurtType: HurtType.All, // 攻击类型
                triggerBuffType: BuffType.Ice, //状态类型触发
                triggerTeam: TriggerTeamType.Oppent,
            },
            triggerEvents: [{
                eventName: 'attack',
                attackType: AttackType.HurtAttack, //攻击类型
                hurtPer: [200, 0],
            }]
        }, {
            triggerType: TriggerType.CalcDamageAfter,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,    // 攻击类型
                triggerHurtType: HurtType.All, // 攻击类型
                triggerThisSkill: true,                // 是否是本技能
            },
            triggerEvents: [{
                eventName: 'blood',
                bloodPer: [65, 0],
            }]
        }]
    },
    272807: {
        name: '寒冬诅咒',
        lvl: 0,
        desc: '当阵亡时,同时有50%的概率使全体敌人冰冻2回合,并恢复全体友军的阵亡者的400%攻击的血量',
        triggers: [{
            triggerType: TriggerType.Dead,
            triggerPer: [50, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280110,
                targetType: TargetType.OppentTeam,
                round: 2,
            }]
        }, {
            triggerType: TriggerType.Dead,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'cure',
                targetType: TargetType.MyTeam,
                attriName: 'hp',
                triggerAttackPer: [400, 0],
            }]
        }]
    },
    272808: {
        name: '寒冬诅咒2',
        lvl: 1,
        desc: '当阵亡时,同时有70%的概率使全体敌人冰冻2回合,并恢复全体友军阵亡者的600%攻击的血量',
        triggers: [{
            triggerType: TriggerType.Dead,
            triggerPer: [70, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280110,
                targetType: TargetType.OppentTeam,
                round: 2,
            }]
        }, {
            triggerType: TriggerType.Dead,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'cure',
                targetType: TargetType.MyTeam,
                attriName: 'hp',
                triggerAttackPer: [600, 0],
            }]
        }]
    },
    272901: {
        name: '痛苦尖叫',
        lvl: 0,
        desc: '对全体敌人造成175%攻击伤害,并使目标灼烧,每回合额外造成50%攻击伤害,持续3回合',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'attack',
                attackType: AttackType.Skill, //攻击类型
                hurtPer: [175, 0],
                hartedData: { //仇恨配置
                    targetAmount: [10, 0],  //目标数量
                }
            }]
        }, {
            triggerType: TriggerType.CalcDamageAfter,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280103,
                targetType: TargetType.Stakeholder,
                roundHurt: {
                    attackHurtPer: 50,  //回合攻击百分比伤害
                },
                round: 3,
            }]
        }]
    },
    272902: {
        name: '痛苦尖叫2',
        lvl: 1,
        desc: '所有敌人分摊1600%攻击的等量伤害(对单个敌人的伤害不超过自身攻击的800%),并使目标灼烧,每回合额外造成100%攻击伤害,持续3回合',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'attack',
                attackType: AttackType.Skill,
                hurtPer: [1600, 0],
                maxHurtPer: 800, //单个目标最大伤害
                hurtIsShare: true, //伤害是否分摊
                hartedData: { //仇恨配置
                    targetAmount: [10, 0],  //目标数量
                }
            }]
        }, {
            triggerType: TriggerType.CalcDamageAfter,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280103,
                targetType: TargetType.Stakeholder,
                roundHurt: {
                    attackHurtPer: 100,  //回合攻击百分比伤害
                },
                round: 3,
            }]
        }]
    },
    272903: {
        name: '赤炎',
        lvl: 0,
        desc: '普通攻击变为攻击全体敌人,并增加自身20%的暴击和爆伤,持续3回合',
        setNormalAttack: {
            hartedData: { //仇恨配置
                targetAmount: [10, 0],  //目标数量
            }
        },
        triggers: [{
            triggerType: TriggerType.AttackPre,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: {
                    critRate: 20,
                    critHurtPer: 20,
                },
                round: 3,
            }]
        }]
    },
    272904: {
        name: '赤炎2',
        lvl: 1,
        // desc: '普通攻击目标变为全体敌人,有50%概率引爆目标的灼烧效果,立即造成全额伤害,同时增加自身20%的暴击和爆伤,持续3回合',
        desc: '普通攻击目标变为全体敌人,并增加自身25%的暴击和50%的爆伤,持续3回合',
        setNormalAttack: {
            hartedData: { //仇恨配置
                targetAmount: [10, 0],  //目标数量
            }
        },
        triggers: [{
            triggerType: TriggerType.AttackPre,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: {
                    critRate: 25,
                    critHurtPer: 50,
                },
                round: 3,
            }]
        }]
    },
    272905: {
        name: '传承',
        lvl: 0,
        desc: '攻击增加25%,防御增加15%,对灼烧目标的伤害提高45%',
        attris: {
            attackPer: [25, 0],
            defPer: [15, 0],
        },
        statusHurtPer: { //状态伤害加成
            [BuffType.Fire]: [45, 0]
        }
    },
    272906: {
        name: '传承2',
        lvl: 1,
        desc: '攻击增加25%,防御增加15%,对灼烧目标的伤害提高45%,灼烧抗性增加100%;开场时,使全体敌人灼烧,每回合额外造成100%攻击伤害,持续2回合',
        attris: {
            attackPer: [25, 0],
            defPer: [15, 0],
            antiBurnRate: [100, 0],
        },
        statusHurtPer: { //状态伤害加成
            [BuffType.Fire]: [45, 0]
        },
        triggers: [{
            triggerType: TriggerType.BattleStart,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280103,
                targetType: TargetType.OppentTeam,
                roundHurt: {
                    attackHurtPer: 100,  //回合攻击百分比伤害
                },
                round: 2,
            }]
        }]
    },
    272907: {
        name: '天火',
        lvl: 0,
        desc: '每当敌方被灼烧掉血时,提高自身4%攻击力至战斗结束,可叠加',
        triggers: [{
            triggerType: TriggerType.OtherBeInjured,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.Fire,
                triggerTeam: TriggerTeamType.Oppent,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: {
                    attackPer: 4,
                },
                round: 0,
            }]
        }]
    },
    272908: {
        name: '天火2',
        lvl: 1,
        desc: '每当敌方被灼烧掉血时,提高自身6%攻击力至战斗结束,可叠加',
        triggers: [{
            triggerType: TriggerType.OtherBeInjured,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.Fire,
                triggerTeam: TriggerTeamType.Oppent,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: {
                    attackPer: 6,
                },
                round: 0,
            }]
        }]
    },
    273001: {
        name: '惑幻',
        lvl: 0,
        desc: '对随机2名敌人(后排优先)造成240%攻击伤害并减少目标40点怒气,同时使目标中毒,每回合造成60%攻击伤害,持续3回合',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'attack',
                attackType: AttackType.Skill,
                hurtPer: [240, 0], // 造成最大生命百分比的伤害
                hartedData: {
                    battlePosHatredID: 3, // 1 优先前排 2 必须前排 3 后排优先 4 必须后排
                    targetAmount: [2, 0],  //目标数量
                }
            }]
        }, {
            triggerType: TriggerType.CalcDamageAfter,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'hurt',
                targetType: TargetType.Stakeholder,
                attriName: 'anger',
                value: [40, 0]
            }, {
                eventName: 'addBuff',
                buffID: 280106,
                targetType: TargetType.Stakeholder,
                roundHurt: {
                    attackHurtPer: 60,  //回合攻击百分比伤害
                },
                round: 3,
            }]
        }]
    },
    273002: {
        name: '惑幻2',
        lvl: 1,
        desc: '对速度最慢的3名敌人造成300%攻击伤害并减少目标60点怒气,同时使目标中毒,每回合造成100%攻击伤害,持续3回合',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'attack',
                attackType: AttackType.Skill,
                hurtPer: [300, 0], // 造成最大生命百分比的伤害
                hartedData: {
                    targetRankType: TargetRankType.LowSpeed,
                    targetAmount: [3, 0],  //目标数量
                }
            }]
        }, {
            triggerType: TriggerType.CalcDamageAfter,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                // eventName: 'cure',
                // buffID: 280106,
                // targetType: TargetType.Stakeholder,
                // attriName: 'anger',
                // value: [-60, 0]
                eventName: 'hurt',
                targetType: TargetType.Stakeholder,
                attriName: 'anger',
                value: [60, 0]
            }, {
                eventName: 'addBuff',
                buffID: 280106,
                targetType: TargetType.Stakeholder,
                roundHurt: {
                    attackHurtPer: 100,  //回合攻击百分比伤害
                },
                round: 3,
            }]
        }]
    },
    273003: {
        name: '利刃',
        lvl: 0,
        desc: '普通攻击变为攻击血量最低的敌人并降低目标50%的护甲、20%免伤与暴击抵抗2回合',
        setNormalAttack: {
            hartedData: {
                targetRankType: TargetRankType.LowHp,
                targetAmount: [1, 0],  //目标数量
            }
        },
        triggers: [{
            triggerType: TriggerType.CalcDamageAfter,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280100,
                targetType: TargetType.Stakeholder,
                buffAttris: {
                    defPer: -50,
                    antiHurtPer: -20,
                    antiCritRate: -20,
                },
                round: 2,
            }]
        }]
    },
    273004: {
        name: '利刃2',
        lvl: 1,
        desc: '普通攻击变为攻击血量最低的敌人并降低目标60%的护甲、30%免伤与暴击抵抗2回合',
        setNormalAttack: {
            hartedData: {
                targetRankType: TargetRankType.LowHp,
                targetAmount: [1, 0],  //目标数量
            }
        },
        triggers: [{
            triggerType: TriggerType.CalcDamageAfter,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'addBuff',
                buffID: 280100,
                targetType: TargetType.Stakeholder,
                buffAttris: {
                    defPer: -60,
                    antiHurtPer: -30,
                    antiCritRate: -30,
                },
                round: 2,
            }]
        }]
    },
    273005: {
        name: '魔化',
        lvl: 0,
        desc: '攻击增加20%,生命增加20%,破击增加40%',
        attris: {
            attackPer: [20, 0],
            maxHpPer: [20, 0],
            antiBlockRate: [40, 0],
        }
    },
    273006: {
        name: '魔化2',
        lvl: 1,
        desc: '攻击增加20%,生命增加20%,破击增加100%,开场时,降低敌方速度最快的英雄50%速度至战斗结束',
        attris: {
            attackPer: [20, 0],
            maxHpPer: [20, 0],
            antiBlockRate: [40, 0],
        },
        triggers: [{
            triggerType: TriggerType.BattleStart,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280100,
                targetType: TargetType.Enemys,
                TargetRankType: TargetRankType.HighSpeed,
                targetAmount: [1, 0],
                buffAttris: {
                    speedPer: -50,
                },
                round: 0,
            }]
        }]
    },
    273007: {
        name: '魂断',
        lvl: 0,
        desc: '阵亡时,使全体敌人减少30点怒气并中毒,每回合额外造成120%攻击力伤害,持续4回合',
        triggers: [{
            triggerType: TriggerType.Dead,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'hurt',
                targetType: TargetType.OppentTeam,
                attriName: 'anger',
                value: [30, 0],
            }, {
                eventName: 'addBuff',
                buffID: 280106,
                targetType: TargetType.OppentTeam,
                roundHurt: {
                    attackHurtPer: 120,  //回合攻击百分比伤害
                },
                round: 4,
            }]
        }]
    },
    273008: {
        name: '魂断2',
        lvl: 1,
        desc: '阵亡时,减少全体敌人100点怒气并降低目标50%暴击与破甲3回合,同时使其中毒,每回合额外造成120%攻击力伤害,持续4回合',
        triggers: [{
            triggerType: TriggerType.Dead,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'hurt',
                targetType: TargetType.OppentTeam,
                attriName: 'anger',
                value: [100, 0],
            }, {
                eventName: 'addBuff',
                buffID: 280100,
                targetType: TargetType.OppentTeam,
                buffAttris: {
                    critRate: -50,
                    breakDefRate: -50,
                },
                round: 3,
            }, {
                eventName: 'addBuff',
                buffID: 280106,
                targetType: TargetType.OppentTeam,
                roundHurt: {
                    attackHurtPer: 120,  //回合攻击百分比伤害
                },
                round: 4,
            }]
        }]
    },
    273101: {
        name: '恩赐解脱',
        lvl: 0,
        desc: '对随机3名敌人造成200%攻击伤害,目标身上每有一种负面效果,额外造成60%基础攻击的伤害(最多额外造成600%攻击的伤害)',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'attack',
                attackType: AttackType.Skill, //攻击类型
                hurtPer: [200, 0], //伤害百分比
                negativeHurtPer: 60,  //负面状态伤害百分比
                maxNegativeHurtPer: 600,  //负面状态伤害百分比
                hartedData: {
                    targetRankType: TargetRankType.Default,
                    targetAmount: [3, 0],  //目标数量
                }
            }]
        }]
    },
    273102: {
        name: '恩赐解脱2',
        lvl: 1,
        desc: '对随机5名敌人造成250%攻击伤害,目标身上每有一种负面效果,额外造成100%基础攻击的伤害(最多额外造成1000%攻击的伤害)',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'attack',
                attackType: AttackType.Skill, //攻击类型
                hurtPer: [250, 0], //伤害百分比
                negativeHurtPer: 100,  //负面状态伤害百分比
                maxNegativeHurtPer: 1000,  //负面状态伤害百分比
                hartedData: {
                    targetRankType: TargetRankType.Default,
                    targetAmount: [5, 0],  //目标数量
                }
            }]
        }]
    },
    273103: {
        name: '刀阵旋风',
        lvl: 0,
        desc: '普通攻击变为随机攻击1名敌人,并随机造成一种持续伤害效果(中毒,流血或灼烧),每回合造成30%攻击的伤害,持续3回合',
        setNormalAttack: {
            hartedData: {
                targetRankType: TargetRankType.Default,
                targetAmount: [1, 0],
            }
        },
        triggers: [{
            triggerType: TriggerType.CalcDamagePre,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{ //
                eventName: 'addBuff',
                buffID: [280112, 280106, 280103],
                targetType: TargetType.Stakeholder,
                roundHurt: {
                    attackHurtPer: 30,  //回合攻击百分比伤害
                },
                round: 3,
            }]
        }]
    },
    273104: {
        name: '刀阵旋风2',
        lvl: 1,
        desc: '普通攻击变为随机攻击3名敌人,并随机造成一种持续伤害效果(中毒,流血或灼烧),每回合造成50%攻击的伤害,持续3回合',
        setNormalAttack: {
            hartedData: {
                targetRankType: TargetRankType.Default,
                targetAmount: [3, 0],
            }
        },
        triggers: [{
            triggerType: TriggerType.AttackPre,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'addBuff',
                buffID: [280112, 280106, 280103],
                targetType: TargetType.Stakeholder,
                roundHurt: {
                    attackHurtPer: 50,  //回合攻击百分比伤害
                },
                round: 3,
            }]
        }]
    },
    273105: {
        name: '魅影无形',
        lvl: 0,
        desc: '攻击增加20%,生命增加10%,格挡增加20%,破击增加20%',
        attris: {
            attackPer: [20, 0],
            maxHpPer: [10, 0],
            blockRate: [20, 0],
            antiBlockRate: [20, 0],
        }
    },
    273106: {
        name: '魅影无形2',
        lvl: 1,
        desc: '攻击增加30%,生命增加20%,格挡增加40%,破击增加40%',
        attris: {
            attackPer: [30, 0],
            maxHpPer: [20, 0],
            blockRate: [40, 0],
            antiBlockRate: [40, 0],
        }
    },
    273107: {
        name: '窒碍短匕',
        lvl: 0,
        desc: '攻击时,额外造成目标最大生命值5%的真实伤害(不超过自身攻击10倍)',
        attris: {
            hpHurtPer: [5, 0],
            hpMaxHurtCoe: [5, 0],
        }
        // triggers: [{
        //     triggerType: TriggerType.CalcDamageAfter,
        //     triggerPer: [100, 0],
        //     triggerCondition: {
        //         triggerAttackType: AttackType.All,
        //         triggerHurtType: HurtType.All,
        //     },
        //     triggerEvents: [{
        //         eventName: 'hurt',
        //         attriName : 'hp',
        //         targetType: TargetType.Stakeholder,
        //         hpPer: [5, 0], // 造成最大生命百分比的伤害
        //     }]
        // }]
    },
    273108: {
        name: '窒碍短匕2',
        lvl: 1,
        desc: '攻击时,额外造成目标最大生命值6%的真实伤害(不超过自身攻击10倍),并恢复自身造成伤害30%的等量生命',
        attris: {
            hpHurtPer: [6, 0],
            hpMaxHurtCoe: [6, 0],
        },
        triggers: [{
            triggerType: TriggerType.CalcDamageAfter,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'blood',
                bloodPer: [30, 0],
            }]
        }]
    },
    273201: {
        name: '圆月弯刀',
        desc: '对后排敌人造成280%攻击伤害,并使目标流血,每回合额外造成45%攻击伤害,持续3回合,并降低敌人20%攻击3回合',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'attack',
                attackType: AttackType.Skill, //攻击类型
                hurtPer: [280, 0],
                hartedData: {
                    battlePosHatredID: 4,
                    range: [6, 1],
                }
            }]
        }, {
            triggerType: TriggerType.CalcDamageAfter,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'addBuff',
                buffID: 280112,
                targetType: TargetType.Stakeholder,
                roundHurt: {
                    attackHurtPer: 45,  //回合攻击百分比伤害
                },
                round: 3,
            }, { //技能攻击
                eventName: 'addBuff',
                buffID: 280100,
                targetType: TargetType.Stakeholder,
                buffAttris: {
                    attackPer: -20,
                },
                round: 3,
            }]
        }]
    },
    273202: {
        name: '奇袭',
        desc: '普通攻击变为攻击后排敌人并有37%的概率使目标沉默2回合',
        setNormalAttack: {
            hartedData: {
                battlePosHatredID: 4, // 1 优先前排 2 必须前排 3 后排优先 4 必须后排
                range: [6, 1],
            }
        },
        triggers: [{
            triggerType: TriggerType.CalcDamagePre,
            triggerPer: [37, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'addBuff',
                buffID: 280109,
                targetType: TargetType.Stakeholder,
                round: 2,
            }]
        }]
    },
    273203: {
        name: '致命武器',
        desc: '破甲增加10%,技能伤害增加20%',
        attris: {
            breakDefRate: [10, 0],
            skillHurtPer: [20, 0],
        }
    },
    273204: {
        name: '暗潮',
        desc: '每回合结束时,随机降低1名敌人10%攻击3回合',
        triggers: [{
            triggerType: TriggerType.RoundEnd,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280100,
                targetType: TargetType.Enemys,
                targetAmount: [1, 0],
                buffAttris: {
                    attackPer: -10,
                },
                round: 3,
            }]
        }]
    },
    273301: {
        name: '涤罪之焰',
        lvl: 0,
        desc: '对全体敌人造成180%攻击伤害,全体友方单位有50%概率清除全部控制状态,并为全体友军恢复治疗者的攻击力200%的血量',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'attack',
                attackType: AttackType.Skill, //攻击类型
                hurtPer: [180, 0],
                hartedData: {
                    targetAmount: [10, 0],  //目标数量
                }
            }, {
                eventName: 'cure',
                targetType: TargetType.MyTeam,
                attriName: 'hp',
                triggerAttackPer: [200, 0], //治疗攻击力百分比
            }]
        }, {
            triggerType: TriggerType.AttackPre,
            triggerPer: [50, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'clearBuff',
                targetType: TargetType.MyTeam,
                buffMainType: BuffMainType.Control,
                buffType: BuffType.None,
                buffPositive: BuffPositive.Negative,

            }]
        }]
    },
    273302: {
        name: '涤罪之焰2',
        lvl: 1,
        desc: '对全体敌人造成210%攻击伤害,全体友方单位有70%概率清除全部异常状态(控制、减益、持续伤害),并为全体友军恢复治疗者的攻击力300%的血量',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'attack',
                attackType: AttackType.Skill, //攻击类型
                hurtPer: [210, 0],
                hartedData: {
                    targetAmount: [10, 0],  //目标数量
                }
            }, {
                eventName: 'cure',
                targetType: TargetType.MyTeam,
                attriName: 'hp',
                triggerAttackPer: [300, 0], //治疗攻击力百分比
            }]
        }, {
            triggerType: TriggerType.AttackPre,
            triggerPer: [70, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'clearBuff',
                targetType: TargetType.MyTeam,
                buffMainType: BuffMainType.All,
                buffType: BuffType.None,
                buffPositive: BuffPositive.Negative,

            }]
        }]
    },
    273303: {
        name: '轻云蔽月',
        lvl: 0,
        desc: '战斗中生命首次低于80%时,增加自身50%免伤5回合',
        triggers: [{
            triggerType: TriggerType.BeInjured,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerHpPer: 80,
            },
            triggerTimes: 1, // 触发一次, 0表示无限次
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: {
                    antiHurtPer: 50,
                },
                round: 5,
            }]
        }]
    },
    273304: {
        name: '轻云蔽月2',
        lvl: 1,
        desc: '战斗中生命首次低于80%时,清除自身全部异常状态(控制、减益、持续伤害)并增加自身50%免伤5回合',
        triggers: [{
            triggerType: TriggerType.BeInjured,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerHpPer: 80,
            },
            triggerTimes: 1, // 触发一次, 0表示无限次
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: {
                    antiHurtPer: 50,
                },
                round: 5,
            }, {
                eventName: 'clearBuff',
                targetType: TargetType.Trigger,
                buffMainType: BuffMainType.All,
                buffType: BuffType.None,
                buffPositive: BuffPositive.Negative,
            }]
        }]
    },
    273305: {
        name: '命运',
        lvl: 0,
        desc: '生命增加30%,破甲抵抗增加30%,免控增加20%',
        attris: {
            maxHpPer: [30, 0],
            antiBreakDefRate: [30, 0],
            antiControlRate: [20, 0],
        }
    },
    273306: {
        name: '命运2',
        lvl: 1,
        desc: '生命增加30%,攻击增加20%,破甲抵抗增加30%,免控增加50%',
        attris: {
            maxHpPer: [30, 0],
            attackPer: [20, 0],
            antiBreakDefRate: [30, 0],
            antiControlRate: [50, 0],
        }
    },
    273307: {
        name: '虚妄之诺',
        lvl: 0,
        desc: '普通攻击时,恢复血量最低的友军10%的最大生命值,并解除其控制状态',
        triggers: [{
            triggerType: TriggerType.AttackAfter,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'cure',
                targetType: TargetType.Partners,
                targetRankType: TargetRankType.LowHp,
                targetAmount: [1, 0],
                attriName: 'hp',
                hpPer: [10, 0],
            }]
        }, {
            triggerType: TriggerType.CurePre,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,  //是否是本技能触发
            },
            triggerEvents: [{
                eventName: 'clearBuff',
                targetType: TargetType.Trigger,
                buffMainType: BuffMainType.Control,
                buffType: BuffType.None,
                buffPositive: BuffPositive.Negative,
            }]
        }]
    },
    273308: {
        name: '虚妄之诺2',
        lvl: 1,
        desc: '普通攻击时,恢复血量最低的两名友军10%的最大生命值,并解除其全部异常状态(控制、减益、持续伤害)',
        triggers: [{
            triggerType: TriggerType.AttackAfter,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'cure',
                targetType: TargetType.Partners,
                targetRankType: TargetRankType.LowHp,
                targetAmount: [2, 0],
                attriName: 'hp',
                hpPer: [10, 0], //治疗攻击力百分比
            }]
        }, {
            triggerType: TriggerType.CurePre,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,  //是否是本技能触发
            },
            triggerEvents: [{
                eventName: 'clearBuff',
                targetType: TargetType.Trigger,
                buffMainType: BuffMainType.All,
                buffType: BuffType.None,
                buffPositive: BuffPositive.Negative,
            }]
        }]
    },
    273401: {
        name: '治疗之手',
        lvl: 0,
        desc: '对全体敌人造成80%攻击伤害,并恢复生命值最低的友方的治疗者的350%攻击的等量生命,同时有40%的概率使一个敌人眩晕2回合',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'attack',
                attackType: AttackType.Skill, //攻击类型
                hurtPer: [80, 0],
                hartedData: { //仇恨配置
                    targetAmount: [10, 0],
                },
            }, { //治疗
                eventName: 'cure',
                targetType: TargetType.Partners, //触发目标 mySelf, partners, myTeam, target
                targetRankType: TargetRankType.LowHp,
                attriName: 'hp', //属性名hp, anger, shield, mp
                targetAmount: [1, 0], //治疗数量
                triggerAttackPer: [350, 0], //治疗攻击力百分比
            }]
        }, {
            triggerType: TriggerType.AttackPre,
            triggerPer: [40, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                targetType: TargetType.Enemys,
                targetAmount: [1, 0],
                buffID: 280108,
                round: 2,
            }]
        }]
    },
    273402: {
        name: '治疗之手2',
        lvl: 1,
        desc: '对全体敌人造成160%攻击伤害,并恢复生命值最低的友方的治疗者的700%攻击的等量生命,同时有60%的概率使一个敌人眩晕2回合',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'attack',
                attackType: AttackType.Skill, //攻击类型
                hurtPer: [160, 0],
                hartedData: { //仇恨配置
                    targetAmount: [10, 0],
                },
            }, { //治疗
                eventName: 'cure',
                targetType: TargetType.Partners, //触发目标 mySelf, partners, myTeam, target
                targetRankType: TargetRankType.LowHp,
                attriName: 'hp', //属性名hp, anger, shield, mp
                targetAmount: [1, 0], //治疗数量
                triggerAttackPer: [700, 0], //治疗攻击力百分比
            }]
        }, {
            triggerType: TriggerType.AttackPre,
            triggerPer: [60, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                targetType: TargetType.Enemys,
                targetAmount: [1, 0],
                buffID: 280108,
                round: 2,
            }]
        }]
    },
    273403: {
        name: '顽童',
        lvl: 0,
        desc: '攻击增加20%,生命增加10%,战斗中生命首次低于50%时,增加自身70%免伤2回合',
        attris: {
            attackPer: [20, 0],
            maxHpPer: [10, 0],
        },
        triggers: [{
            triggerType: TriggerType.BeInjured,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerHpPer: 50,
            },
            triggerTimes: 1,
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: {
                    antiHurtPer: 70,
                },
                round: 2,
            }]
        }]
    },
    273404: {
        name: '顽童2',
        lvl: 1,
        desc: '攻击增加30%,生命增加20%,战斗中生命首次低于50%时,增加自身70%免伤3回合',
        attris: {
            attackPer: [30, 0],
            maxHpPer: [20, 0],
        },
        triggers: [{
            triggerType: TriggerType.BeInjured,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerHpPer: 50,
            },
            triggerTimes: 1,
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: {
                    antiHurtPer: 70,
                },
                round: 3,
            }]
        }]
    },
    273405: {
        name: '神力恩泽',
        lvl: 0,
        desc: '回合结束时,恢复攻击力最高的3个友方单体为施法者的攻击力180%的血量,并有40%的概率增加目标15%攻击2回合',
        triggers: [{
            triggerType: TriggerType.RoundEnd,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'cure',
                targetRankType: TargetRankType.HighAttack,
                targetType: TargetType.Partners,
                targetAmount: [3, 0], //目标数量
                attriName: 'hp',
                triggerAttackPer: [180, 0],
            }]
        }, {
            triggerType: TriggerType.BeCure,
            triggerPer: [40, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetRankType: TargetRankType.HighAttack,
                targetType: TargetType.Partners,
                targetAmount: [3, 0], //目标数量
                buffAttris: {
                    attackPer: 15,
                },
                round: 2,
            }]
        }]
    },
    273406: {
        name: '神力恩泽2',
        lvl: 1,
        desc: '回合结束时,治疗攻击力最高的3个友方单体的治疗者攻击力280%的血量,并增加目标15%攻击2回合',
        triggers: [{
            triggerType: TriggerType.RoundEnd,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'recover',
                targetRankType: TargetRankType.HighAttack,
                targetType: TargetType.Partners,
                targetAmount: [3, 0], //目标数量
                attriName: 'hp',
                attackPer: [280, 0],
            }]
        }, {
            triggerType: TriggerType.BeCure,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetRankType: TargetRankType.HighAttack,
                targetType: TargetType.Partners,
                targetAmount: [3, 0], //目标数量
                buffAttris: {
                    attackPer: 15,
                },
                round: 2,
            }]
        }]
    },
    273407: {
        name: '赎罪',
        lvl: 0,
        desc: '自身死亡时,为全体友方恢复自身200%攻击的等量生命,并增加全体友方8%的免伤3回合',
        triggers: [{
            triggerType: TriggerType.Dead,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'cure',
                targetType: TargetType.MyTeam,
                triggerAttackPer: [200, 0],
            }, {
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.MyTeam,
                buffAttris: {
                    antiHurtPer: 8
                },
                round: 3,
            }]
        }]
    },
    273408: {
        name: '赎罪2',
        lvl: 1,
        desc: '自身死亡时,为全体友方治疗自身400%攻击的等量生命,并增加全体友方15%的免伤3回合',
        triggers: [{
            triggerType: TriggerType.Dead,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'cure',
                targetType: TargetType.MyTeam,
                targetAmount: [10, 0],
                triggerAttackPer: [400, 0],
            }, {
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.MyTeam,
                buffAttris: { antiHurtPer: 15 },
                round: 3,
            }]
        }]
    },
    273501: {
        name: '自然之怒',
        desc: '对所有敌人造成160%攻击伤害,同时有20%概率使目标怒气降低35点',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{ //技能攻击
                eventName: 'attack',
                attackType: AttackType.Skill, //攻击类型
                hurtPer: [160, 0],
                hartedData: { //仇恨配置
                    targetAmount: [10, 0],  //目标数量
                }
            }]
        }, {
            triggerType: TriggerType.CalcDamagePre,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'hurt',
                attriName: 'anger',
                targetType: TargetType.Stakeholder,
                value: [35, 0],
            }]
        }]
    },
    273502: {
        name: '灵汁',
        desc: '普通攻击时,有50%概率使随机1名友方增加50点怒气',
        triggers: [{
            triggerType: TriggerType.AttackPre,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'cure',
                targetAmount: [1, 0],
                attriName: 'anger',
                targetType: TargetType.Partners,
                value: [50, 0],
            }]
        }]
    },
    273503: {
        name: '长生',
        desc: '友方阵亡时,自身恢复40点怒气,并有50%概率额外恢复20点怒气',
        triggers: [{
            triggerType: TriggerType.OtherDead,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerTeam: TriggerTeamType.Friend,
            },
            triggerEvents: [{
                eventName: 'recover',
                attriName: 'anger',
                targetType: TargetType.Trigger,
                value: [40, 0],
            }]
        }, {
            triggerType: TriggerType.OtherDead,
            triggerPer: [50, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerTeam: TriggerTeamType.Friend,
            },
            triggerEvents: [{
                eventName: 'recover',
                attriName: 'anger',
                targetType: TargetType.Trigger,
                value: [20, 0],
            }]
        }]
    },
    273504: {
        name: '自然呼唤',
        desc: '自身阵亡时,为全体友方恢复30点怒气',
        triggers: [{
            triggerType: TriggerType.Dead,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件   
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'cure',
                attriName: 'anger',
                targetType: TargetType.MyTeam,
                value: [30, 0],
            }]
        }]
    },
    273601: {
        name: '自然之助',
        lvl: 0,
        desc: '对随机3名敌人造成140%攻击伤害,并降低目标15%速度3回合,同时恢复全体友方其治疗者的生命上限12%的等量生命',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{ //攻击
                eventName: 'attack',
                attackType: AttackType.Skill,
                hurtPer: [140, 0],
                hartedData: { //仇恨配置
                    targetRankType: TargetRankType.Default,
                    targetAmount: [3, 0],  //目标数量 
                }
            }, {
                eventName: 'cure',
                targetType: TargetType.MyTeam,
                targetAmount: [10, 0],
                attriName: 'hp',
                triggerHpPer: [12, 0]
            }]
        }, {
            triggerType: TriggerType.CalcDamageAfter,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280100,
                targetType: TargetType.Stakeholder,
                round: 3,
                buffAttris: {
                    speedPer: -15
                }
            }]
        }]
    },
    273602: {
        name: '自然之助2',
        lvl: 1,
        desc: '对随机4名敌人造成200%攻击伤害,并降低目标30%速度4回合,同时恢复全体友方其治疗者的生命上限15%的等量生命',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{ //攻击
                eventName: 'attack',
                attackType: AttackType.Skill,
                hurtPer: [200, 0],
                hartedData: { //仇恨配置
                    targetRankType: TargetRankType.Default,
                    targetAmount: [4, 0],  //目标数量 
                }
            }, {
                eventName: 'cure',
                targetType: TargetType.MyTeam,
                targetAmount: [10, 0],
                attriName: 'hp',
                triggerHpPer: [15, 0]
            }]
        }, {
            triggerType: TriggerType.CalcDamageAfter,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280100,
                targetType: TargetType.Stakeholder,
                round: 4,
                buffAttris: {
                    speedPer: -30
                }
            }]
        }]
    },
    273603: {
        name: '超震声波',
        lvl: 0,
        desc: '普通攻击变为攻击2名敌人(优先前排),并有35%概率使目标眩晕2回合',
        setNormalAttack: {
            hartedData: {
                battlePosHatredID: 1,// 1 优先前排 2 必须前排 3 后排优先 4 必须后排
                targetAmount: [2, 0]
            }
        },
        triggers: [{
            triggerType: TriggerType.CalcDamagePre,
            triggerPer: [35, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280108,
                targetType: TargetType.Stakeholder,
                round: 2,
            }]
        }]
    },
    273604: {
        name: '超震声波2',
        lvl: 1,
        desc: '普通攻击变为攻击3名敌人(优先前排),并有45%概率使目标眩晕2回合',
        setNormalAttack: {
            hartedData: {
                battlePosHatredID: 1,// 1 优先前排 2 必须前排 3 后排优先 4 必须后排
                targetAmount: [3, 0]
            }
        },
        triggers: [{
            triggerType: TriggerType.CalcDamagePre,
            triggerPer: [45, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280108,
                targetType: TargetType.Stakeholder,
                round: 2,
            }]
        }]
    },
    273605: {
        name: '精英主义',
        lvl: 0,
        desc: '生命增加25%,防御增加30%',
        attris: {
            maxHpPer: [25, 0],
            defPer: [30, 0],
        }
    },
    273606: {
        name: '精英主义2',
        lvl: 1,
        desc: '生命增加30%,防御增加40%,攻击增加20%',
        attris: {
            maxHpPer: [30, 0],
            defPer: [40, 0],
            attackPer: [20, 0],
        }
    },
    273607: {
        name: '元素祈唤',
        lvl: 0,
        desc: '战斗开始时,增加全体友方10%的免伤',
        triggers: [{
            triggerType: TriggerType.BattleStart,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.MyTeam,
                buffAttris: { antiHurtPer: 10 },
                round: 0,
            }]
        }]
    },
    273608: {
        name: '元素祈唤2',
        lvl: 1,
        desc: '战斗开始时,增加全体友方14%的免伤和5%的免控',
        triggers: [{
            triggerType: TriggerType.BattleStart,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.MyTeam,
                buffAttris: { antiHurtPer: 14, antiControlRate: 5 },
                round: 0,
            }]
        }]
    },

    273701: {
        name: '毁灭阴影',
        lvl: 0,
        desc: '对4名敌人造成250%攻击伤害,提升自身15%的攻击和15%暴击伤害4回合',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{ //攻击
                eventName: 'attack',
                attackType: AttackType.Skill,
                hurtPer: [250, 0],
                hartedData: { //仇恨配置
                    targetRankType: TargetRankType.Hatred,
                    targetAmount: [4, 0],  //目标数量 
                }
            }, {
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                round: 4,
                buffAttris: {
                    attackPer: 15,
                    critHurtPer: 15
                }
            }]
        }]
    },
    273702: {
        name: '毁灭阴影2',
        lvl: 1,
        desc: '对5名敌人造成300%攻击伤害,提升自身25%的攻击和25%暴击伤害5回合',
        triggers: [{
            triggerType: TriggerType.UseSkill,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
                triggerThisSkill: true,
            },
            triggerEvents: [{ //攻击
                eventName: 'attack',
                attackType: AttackType.Skill,
                hurtPer: [300, 0],
                hartedData: { //仇恨配置
                    targetRankType: TargetRankType.Hatred,
                    targetAmount: [5, 0],  //目标数量 
                }
            }, {
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                round: 5,
                buffAttris: {
                    attackPer: 25,
                    critHurtPer: 25
                }
            }]
        }]
    },
    273703: {
        name: '魔王降临',
        lvl: 0,
        desc: '普通攻击变为攻击3名敌人(优先前排),降低目标20%的防御3回合',
        setNormalAttack: {
            hartedData: {
                battlePosHatredID: 1,
                targetAmount: [3, 0]
            }
        },
        triggers: [{
            triggerType: TriggerType.CalcDamagePre,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280100,
                targetType: TargetType.Stakeholder,
                buffAttris: {
                    defPer: -20,
                },
                round: 3,
            }]
        }]
    },
    273704: {
        name: '魔王降临2',
        lvl: 1,
        desc: '普通攻击变为攻击4名敌人(优先前排),降低目标40%的防御3回合',
        setNormalAttack: {
            hartedData: {
                battlePosHatredID: 1,
                targetAmount: [4, 0]
            }
        },
        triggers: [{
            triggerType: TriggerType.CalcDamagePre,
            triggerPer: [100, 0],
            triggerCondition: {
                triggerAttackType: AttackType.Normal,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280100,
                targetType: TargetType.Stakeholder,
                buffAttris: {
                    defPer: -40,
                },
                round: 3,
            }]
        }]
    },
    273705: {
        name: '经久不衰',
        lvl: 0,
        desc: '生命增加20%,攻击增加20%,暴击增加20%',
        attris: {
            maxHpPer: [20, 0],
            attackPer: [20, 0],
            critRate: [20, 0],
        }
    },
    273706: {
        name: '经久不衰2',
        lvl: 1,
        desc: '生命增加30%,攻击增加30%,暴击增加20%,暴击伤害增加30%',
        attris: {
            maxHpPer: [30, 0],
            attackPer: [30, 0],
            critRate: [20, 0],
            critHurtPer: [30, 0],
        }
    },
    273707: {
        name: '支配死灵',
        lvl: 0,
        desc: '每击杀一个敌人或者己方英雄阵亡,增加自身20%的攻击和20%的暴击伤害持续战斗结束',
        triggers: [{
            triggerType: TriggerType.KillEnemy,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: {
                    attackPer: 20,
                    critHurtPer: 20
                },
                round: 0,
            }]
        }, {
            triggerType: TriggerType.OtherDead,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerTeam: TriggerTeamType.Friend,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: {
                    attackPer: 20,
                    critHurtPer: 20
                },
                round: 0,
            }]
        }]
    },
    273708: {
        name: '支配死灵2',
        lvl: 1,
        desc: '每击杀一个敌人或者己方英雄阵亡,增加自身10%的技能减伤,30%的攻击和30%的暴击伤害持续战斗结束',
        triggers: [{
            triggerType: TriggerType.KillEnemy,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: {
                    attackPer: 30,
                    critHurtPer: 30,
                    antiSkillHurtPer: 10
                },
                round: 0,
            }]
        }, {
            triggerType: TriggerType.OtherDead,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件
                triggerAttackType: AttackType.All,
                triggerHurtType: HurtType.All,
                triggerTeam: TriggerTeamType.Friend,
            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: {
                    attackPer: 30,
                    critHurtPer: 30,
                    antiSkillHurtPer: 10
                },
                round: 0,
            }]
        }]
    },

    273801: {
        name: '愤怒',
        desc: '每回合结束时,增加自身10%的攻击,2%的破击、暴击、暴伤和免控至战斗结束,可叠加,并且每4回合清除自身所有控制状态',
        triggers: [{
            triggerType: TriggerType.RoundEnd,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件

            },
            triggerEvents: [{
                eventName: 'addBuff',
                buffID: 280000,
                targetType: TargetType.Trigger,
                buffAttris: {
                    attackPer: 10,
                    antiBlockRate: 2,//破击
                    critRate: 2,//暴击
                    critHurtPer: 2,//暴伤
                    antiControlRate: 2,//免控
                },
                round: 0,
            }]
        }, {
            triggerType: TriggerType.RoundEnd,
            triggerPer: [100, 0],
            triggerCondition: { //触发条件

            },
            triggerTimesInterval: 4,
            triggerEvents: [{
                eventName: 'clearBuff',
                targetType: TargetType.Trigger,
                buffMainType: BuffMainType.Control,
            }]
        }]
    },
}